﻿<?xml version="1.0" encoding="utf-8"?>
<doc>
  <assembly>
    <name>openmayacs</name>
  </assembly>
  <members>
    <member name="T:Autodesk.Maya.OpenMaya.MEdit">
      <summary>
        <para>Base class for representing information about edits </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MEdit</ref> serves as the base class for representing information about edits that are made to certain types of entities, specifically references and assemblies. An edit is any operation that modifies a member of the entity. Examples of such modifications include changing attribute values, connections, parenting and so on.</para>
        <para>In the case of references, edits are the changes that occur to referenced nodes.</para>
        <para>In the case of assemblies, edits are the changes that occur to assembly members.</para>
        <para>Derived classes implement specific types of edits, allowing them to be queried depending on the type of operation. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.getCPtr(Autodesk.Maya.OpenMaya.MEdit)">
      <param name="obj">MEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.editType()">
      <summary>
        <para>Returns the enum related to the type of the current edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current reference or assembly edit type or kNullEdit if there is no current edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.hasEditData()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.matches(Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="editData">MPxEditData</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.get_stringProperty()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.set_isApplied(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.get_isApplied()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.set_isFailed(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.get_isFailed()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.get_isTopLevel()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEdit.stringProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MEdit.isApplied">
      <summary>
        <para>Query if we attempted to apply the edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, as far as assemblies are concerned, edits are unapplied if you switch to a representation that can't accept edits, like the cache rep. As for references, edits are unapplied if references are unloaded.</para>
        <para>It does not mean the edit was applied successfully. To query success/failure, please use <ref>MEdit::isFailed</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> We attempted to apply the edit. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> We did not attempt to apply the edit yet.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEdit.isFailed">
      <summary>
        <para>Query if the edit is applied successfully. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>One common cause of failed edit is it cannot find the node to apply the edit. They could be caused by the node name change or the node is not in the scene at the moment.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The edit was applied successfully. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The edit failed to be applied.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEdit.isTopLevel">
      <summary>
        <para>Query if the edit was made from the top-level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Edits that were made from the top-level can be removed. But edits that were made in nested references/assemblies cannot be removed since they are part of another file.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The edit was made from the top-level. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The edit was made in a nested reference/assembly.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MEdit.EditType">
      <summary>
        <para>Type of edit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kNullEdit">
      <summary>
        <para>Null edit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kSetAttrEdit">
      <summary>
        <para>Edit indicating a change in plug value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kConnectDisconnectEdit">
      <summary>
        <para>Edit indicating a connection or disconnection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kAddRemoveAttrEdit">
      <summary>
        <para>Edit indicating an attribute added or removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kParentEdit">
      <summary>
        <para>Edit indicating a parenting operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kFcurveEdit">
      <summary>
        <para>Edit indicating an fcurve modification. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MEdit.EditType">
      <summary>
        <para>Type of edit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kNullEdit">
      <summary>
        <para>Null edit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kSetAttrEdit">
      <summary>
        <para>Edit indicating a change in plug value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kConnectDisconnectEdit">
      <summary>
        <para>Edit indicating a connection or disconnection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kAddRemoveAttrEdit">
      <summary>
        <para>Edit indicating an attribute added or removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kParentEdit">
      <summary>
        <para>Edit indicating a parenting operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEdit.EditType.kFcurveEdit">
      <summary>
        <para>Edit indicating an fcurve modification. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit">
      <summary>
        <para>Class for describing edits involving attributes which are added or removed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to represent information about edits involving attributes which are added or removed. Such edits occur when attributes are added or removed from nodes in a referenced file. When a reference is unloaded, only the node and attribute name may be queried successfully. When the referenced file is loaded, the node itself may also be queried.</para>
        <para>The <ref>MItEdits</ref> class may be used to iterate over all the edits on a given reference or assembly. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.getCPtr(Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit)">
      <param name="obj">MAddRemoveAttrEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.editType()">
      <summary>
        <para>Virtual method used to return the edit type of this edit, which is <ref>MEdit::kAddRemoveAttrEdit</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MEdit::kAddRemoveAttrEdit</ref>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.get_attributeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.get_nodeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.get_isAttributeAdded()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.node">
      <summary>
        <para>Returns the depend node involved in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The node can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the node name string may be queried successfully.</para>
        <para>
          <section>
            <para>The node involved in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Node was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.attributeName">
      <summary>
        <para>Returns the name of the attribute that was added or removed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the attribute involved in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Attribute name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.nodeName">
      <summary>
        <para>Returns the name of the node where the attribute was added or removed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the node involved in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Node name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.isAttributeAdded">
      <summary>
        <para>Returns true if this edit is for an added attribute, false for a removed attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True for an added attribute, false for a removed attribute </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAddRemoveAttrEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit">
      <summary>
        <para>Class for describing connection and disconnection edits. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to query information about connection and disconnection edits. Such edits occur when a file reference or assembly is loaded and connections are made or broken to attributes within the loaded nodes.</para>
        <para>Please note that when a reference or assembly is unloaded, plugs related to operations cannot be returned since the plugs themselves do not exist. Thus for unloaded references, only the plug names may be queried successfully.</para>
        <para>The <ref>MItEdits</ref> class may be used to iterate over all the edits on a given reference or assembly. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.getCPtr(Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit)">
      <param name="obj">MConnectDisconnectAttrEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.editType()">
      <summary>
        <para>Virtual method used to return the edit type of this edit, which is <ref>MEdit::kConnectDisconnectEdit</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MEdit::kConnectDisconnectEdit</ref>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_srcPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_dstPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_srcPlugName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_dstPlugName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_isConnection()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.srcPlug">
      <summary>
        <para>Returns the source plug that was connected or disconnected for this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The plug can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the plug name string can be queried.</para>
        <para>
          <section>
            <para>The source plug for this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.dstPlug">
      <summary>
        <para>Returns the destination plug that was connected or disconnected for this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The plug can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the plug name string can be queried.</para>
        <para>
          <section>
            <para>The destination plug for this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.srcPlugName">
      <summary>
        <para>Returns the name of the source plug that was connected or disconnected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the source plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.dstPlugName">
      <summary>
        <para>Returns the name of the destination plug that was connected or disconnected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the destination plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.isConnection">
      <summary>
        <para>Returns true if this edit is for a connection, false for a disconnection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True for a connection, false for a disconnection </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnectDisconnectAttrEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MExternalContentInfoTable" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.getCPtr(Autodesk.Maya.OpenMaya.MExternalContentInfoTable)">
      <param name="obj">MExternalContentInfoTable</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.addResolvedEntry(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="key">String</param>
      <param name="unresolvedLocation">String</param>
      <param name="resolvedLocation">String</param>
      <param name="roles">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.addUnresolvedEntry(System.String,System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="key">String</param>
      <param name="unresolvedLocation">String</param>
      <param name="roles">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.addUnresolvedEntry(System.String,System.String)">
      <param name="key">String</param>
      <param name="unresolvedLocation">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.getInfo(System.String,System.String&amp;,System.String&amp;,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="key">String</param>
      <param name="unresolvedLocation">output String&amp;</param>
      <param name="resolvedLocation">output String&amp;</param>
      <param name="roles">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.getEntry(System.UInt32,System.String&amp;,System.String&amp;,System.String&amp;,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="index">UInt32</param>
      <param name="key">output String&amp;</param>
      <param name="unresolvedLocation">output String&amp;</param>
      <param name="resolvedLocation">output String&amp;</param>
      <param name="roles">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentInfoTable.length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MExternalContentLocationTable" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.getCPtr(Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="obj">MExternalContentLocationTable</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.addEntry(System.String,System.String)">
      <param name="key">String</param>
      <param name="location">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.getEntry(System.UInt32,System.String&amp;,System.String&amp;)">
      <param name="index">UInt32</param>
      <param name="key">output String&amp;</param>
      <param name="location">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.getLocation(System.String,System.String&amp;)">
      <param name="key">String</param>
      <param name="location">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MExternalContentLocationTable.length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFcurveEdit">
      <summary>
        <para>Class for describing fcurve edits. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to return information about fcurve edits. Such edits occur when a file is referenced and changes are made to fcurves within the file reference. When a reference is unloaded, not all the queries on this method will work. In particular, the fcurve node itself cannot be returned since it no longer exists in Maya.</para>
        <para>The <ref>MItEdits</ref> class may be used to iterate over all the edits on a given reference or assembly. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.getCPtr(Autodesk.Maya.OpenMaya.MFcurveEdit)">
      <param name="obj">MFcurveEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.editType()">
      <summary>
        <para>Virtual method used to return the edit type of this edit, which is <ref>MEdit::kFcurveEdit</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MEdit::kFcurveEdit</ref>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.get_fcurve()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.get_fcurveName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFcurveEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFcurveEdit.fcurve">
      <summary>
        <para>Returns the fcurve node that was modified for this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The node can only be returned when the related reference is loaded. When the reference or assembly is unloaded, only the fcurve name string can be queried.</para>
        <para>
          <section>
            <para>The fcurve that was modified for this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Node was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFcurveEdit.fcurveName">
      <summary>
        <para>Returns the name of the fcurve that was modified in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the fcurve node that was modified in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Fcurve name was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFcurveEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnBase">
      <summary>
        <para>Function Set Base Class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Defines the interface for the API RTTI and Maya Object attachment methods common to all Function Set Classes.</para>
        <para>Implements the Function Set compatibility test methods for all Function Sets.</para>
        <para>The API provides access to Maya Objects as generic MObjects. Under the C++ class scheme MObjects simply have type <ref>MObject</ref> with no base or derived hierarchy. However, MObjects may be many different types of model or scene objects, from Attributes to Transforms, within Maya. This allows many different types of objects to be moved across or accessed through the API without undue concern on the part of plug-in developers for the type of object being manipulated.</para>
        <para>Since it is impractical to provide every applicable method on MObjects, the methods applicable to Maya Objects are encapsulated in Function Sets. Function Sets can be attached to compatible MObjects to provide an external interface to methods appropriate to that <ref>MObject</ref>. All Function Sets provide a method <ref>setObject()</ref> which attaches them to the specified Maya Object. Additionally, most Function Sets provide a version of their constructor which attaches the new Function Set to a specified <ref>MObject</ref>.</para>
        <para>The link between an <ref>MObject</ref> and the role it performs as a Maya scene or model object, as well as the compatibility between MObjects and Function Sets is managed by the API Run-Time Type Identification (RTTI) system. The two key concepts of this system are the Maya Object type and the Function Set type (both are <ref>MFn::Type</ref>). All MObjects have one and only one Maya Object type. All Function Sets have one and only one Function Set type. MObjects may, however, be compatible with many types of Function Sets. This compatibility follows the class hierarchy of the Function Sets. Thus an <ref>MObject</ref> with Maya Object type <ref>MFn::kNurbsSurface</ref> would be compatible with <ref>MFnNurbsSurface</ref>, <ref>MFnDagNode</ref>, <ref>MFnDependencyNode</ref>, MFnNamedObject and <ref>MFnBase</ref>.</para>
        <para>Any <ref>MObject</ref> can be queried with the <ref>MObject::hasFn()</ref> method to determine if it is comaptible with a given Function Set.</para>
        <para>The purpose of the Base Function Set (<ref>MFnBase</ref>) is to provide methods for determining whether or not a Function Set is compatible with a given Maya Object (<ref>MObject</ref>) type (<ref>MFn::Type</ref>) or a specific <ref>MObject</ref>. See: MFnBase::hasObj(MFn::Type) and MFnBase::hasObj(const MObject &amp;)</para>
        <para>As well, this Function Set provides virtual methods for determining the type of a Function Set under the API RTTI system. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.getCPtr(Autodesk.Maya.OpenMaya.MFnBase)">
      <param name="obj">MFnBase</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.type()">
      <summary>
        <para>Determines the type of the Function Set within the API RTTI system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Function Set type </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.hasObj(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Determines whether or not the Function Set is compatible with the specified Maya Object within the API RTTI system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true = Compatible </para>
                </item>
                <item>
                  <para>false = Not Compatible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Type</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.hasObj(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the Function Set is compatible with the specified Maya Object within the API RTTI system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true = Compatible </para>
                </item>
                <item>
                  <para>false = Not Compatible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.setObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attaches the Function Set to the specified Maya Object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBase.get_objectProperty()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnBase.objectProperty" />
    <member name="T:Autodesk.Maya.OpenMaya.MFnData">
      <summary>
        <para>Parent class for dependency graph data function sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnData</ref> is the parent class for all dependency graph data function sets. Conceptually, data objects are what flow through the connections in the dependency graph.</para>
        <para>Each node in the dependency graph has a data block associated with it. The data block holds the data objects for all of the node's attributes (see <ref>MDataBlock</ref>). The data block is only available during the compute method of a node. A data handle (<ref>MDataHandle</ref>) can be created to access a particular attribute's data inside of the data block.</para>
        <para>Once a data handle is obtained, it is possible to get the data object from it. This is only necessary for heavier data structures such as geometry or strings. Simple numeric data can be manipulated straight through the data handle.</para>
        <para>Note: using kDynSweptGeometry data requires that a plug-in or stand alone API application be linked with the OpenMayaFX library. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.getCPtr(Autodesk.Maya.OpenMaya.MFnData)">
      <param name="obj">MFnData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnData.Type">
      <summary>
        <para>Types of dependency graph data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kNumeric">
      <summary>
        <para>Numeric, use <ref>MFnNumericData</ref> extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kPlugin">
      <summary>
        <para>Plugin Blind Data, use <ref>MFnPluginData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kPluginGeometry">
      <summary>
        <para>Plugin Geometry, use <ref>MFnGeometryData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kString">
      <summary>
        <para>String, use <ref>MFnStringData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kMatrix">
      <summary>
        <para>Matrix, use <ref>MFnMatrixData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kStringArray">
      <summary>
        <para>String Array, use <ref>MFnStringArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kDoubleArray">
      <summary>
        <para>Double Array, use <ref>MFnDoubleArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kFloatArray">
      <summary>
        <para>Float Array, use <ref>MFnFloatArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kIntArray">
      <summary>
        <para>Int Array, use <ref>MFnIntArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kPointArray">
      <summary>
        <para>Point Array, use <ref>MFnPointArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kVectorArray">
      <summary>
        <para>Vector Array, use <ref>MFnVectorArrayData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kComponentList">
      <summary>
        <para>Component List, use <ref>MFnComponentListData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kMesh">
      <summary>
        <para>Mesh, use <ref>MFnMeshData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kLattice">
      <summary>
        <para>Lattice, use <ref>MFnLatticeData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kNurbsCurve">
      <summary>
        <para>Nurbs Curve, use <ref>MFnNurbsCurveData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kNurbsSurface">
      <summary>
        <para>Nurbs Surface, use <ref>MFnNurbsSurfaceData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kSphere">
      <summary>
        <para>Sphere, use <ref>MFnSphereData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kDynArrayAttrs">
      <summary>
        <para>ArrayAttrs, use <ref>MFnArrayAttrsData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kDynSweptGeometry">
      <summary>
        <para>SweptGeometry, use <ref>MFnDynSweptGeometryData</ref> to extract the node data. </para>
      </summary>
      <remarks>
        <para>This data node is in OpenMayaFX which must be linked to. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kSubdSurface">
      <summary>
        <para>Subdivision Surface, use <ref>MFnSubdData</ref> to extract the node data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kNObject">
      <summary>
        <para>nObject data, use <ref>MFnNObjectData</ref> to extract node data </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kNId">
      <summary>
        <para>nId data, use <ref>MFnNIdData</ref> to extract node data </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kAny">
      <summary>
        <para>Typically used when the data can be one of several types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kLast">
      <summary>
        <para>Last value. </para>
      </summary>
      <remarks>
        <para>It does not represent real data, but can be used to loop on all possible types </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnData.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kStringArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kDoubleArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kIntArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnData.Type.kVectorArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnFloatArrayData">
      <summary>
        <para>float array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnFloatArrayData</ref> allows the creation and manipulation of <ref>MFloatArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MFloatArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type()</ref> method will return kFloatArray when data of this type is present. To access it, the <ref>MDataHandle::data()</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnFloatArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnFloatArrayData)">
      <param name="obj">MFnFloatArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.set_Item(System.UInt32,System.Single)">
      <param name="index">UInt32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kFloatArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnFloatArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.set(System.Single,System.UInt32)">
      <summary>
        <para>Set the float array element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index must be valid for the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element to set at the specified index </param>
      <param name="index">the index of the float to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.copyTo(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Copy all the floats in the instance into the given <ref>MFloatArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.set(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Set the float array element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index must be valid for the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.array()">
      <summary>
        <para>Return an <ref>MFloatArray</ref> containing the float array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MFloatArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MFloatArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MFloatArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.create()">
      <summary>
        <para>Create a new float array data object, initialize it to be empty, and attach it to this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> referring to the newly created float array data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.create(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Create a new float array data object, initialize it to be empty, and attach it to this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> referring to the newly created float array data object </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MFloatArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnFloatArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnFloatArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnFloatArrayData.length">
      <summary>
        <para>Return the number of floats in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of floats in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIterator" />
    <member name="M:Autodesk.Maya.OpenMaya.MIterator.reset()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIterator.next()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIterator.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIterator.isDone" />
    <member name="T:Autodesk.Maya.OpenMaya.MItEdits">
      <summary>
        <para>Edits iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the edits iterator to traverse all the edits on a reference or assembly. An edit is any operation that modifies the dependency graph such as modifications to values, connections, parenting and so on.</para>
        <para>In the case of references, edits are the changes that occur to referenced nodes. In the case of assemblies, edits are the changes that occur to assembly members.</para>
        <para>Edits are returned as either strings representing an equivalent MEL call, or as a class derived from <ref>MEdit</ref>.</para>
        <para>The edits iterator works regardless of whether the related reference or assembly is loaded or unloaded. However, please note that loading or unloading the related reference or assembly will cause any in-progress iteration to be reset.</para>
        <para>If new edits were created while iterating, the iterator will not necessarily traverse them.</para>
        <para>To control which edits you will traverse over, use the combination of the 'editsOwner' and 'targetNode'/'targetNodeName' parameters.</para>
        <para>The editsOwner is the reference or assembly node that "owns" edits. This is the top-level assembly/reference at the time the edit was made. If you were to save a file, this is the node that the edits would be stored on.</para>
        <para>The targetNode is the innermost reference or assembly node containing the edited nodes. Edits will be physically stored on the edits owner, so use targetNode to get just edits that affect nodes in a specific assembly/reference. If the nested assembly or reference is not loaded, you can still query edits that affect that node by specifying a string targetNodeName, instead of a targetNode <ref>MObject</ref>.</para>
        <para>Hierarchical Example:</para>
        <para>The following example explains the above terminology in the hierarchical case. Suppose you have a reference or assembly hierarchy that looks like this.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Edits can be made at three different levels: 1) Edits made from C to nodes in C. These edits were made from the C file/assembly. These edits are stored on C</para>
        <para>2) Edits made from B to nodes in B or C. These edits were made from the B file/assembly. These edits are stored on B</para>
        <para>3) Edits made from A to nodes in A, B or C. These edits were made from the main scene. These edits are stored on A</para>
        <para>To query all the edits stored on A, use: editsOwner = A targetNode = <ref>MObject::kNullObj</ref></para>
        <para>To query edits stored on A that affect nodes in A, use: editsOwner = A targetNode = A</para>
        <para>To query edits stored on A that affect nodes in B, use: editsOwner = A targetNode = B</para>
        <para>To query all the edits stored on B, use: editsOwner = B targetNode = <ref>MObject::kNullObj</ref></para>
        <para>To only query edits stored on B that affect nodes in C, use: editsOwner = B targetNode = C </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits+EditStatus,Autodesk.Maya.OpenMaya.MItEdits+Direction)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNode">The innermost reference or assembly node holding the edited nodes. Can be MObject::kNullObj. </param>
      <param name="editStatus">The status of edits the iterator will visit. </param>
      <param name="direction">Direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits+EditStatus)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNode">The innermost reference or assembly node holding the edited nodes. Can be MObject::kNullObj. </param>
      <param name="editStatus">The status of edits the iterator will visit. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNode">The innermost reference or assembly node holding the edited nodes. Can be MObject::kNullObj. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,Autodesk.Maya.OpenMaya.MItEdits+EditStatus,Autodesk.Maya.OpenMaya.MItEdits+Direction)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNodeName">String</param>
      <param name="editStatus">The status of edits the iterator will visit. </param>
      <param name="direction">Direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,Autodesk.Maya.OpenMaya.MItEdits+EditStatus)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNodeName">String</param>
      <param name="editStatus">The status of edits the iterator will visit. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator.</para>
        <para>This iterator traverses all edits stored on the 'editsOwner'. This 'editsOwner' is the top-level assembly/reference node at the time the edit was made.</para>
        <para>To filter edits to only show those that affect nodes in a given assembly/reference, provide a targetNode. This is the innermost reference or assembly that contains the edited nodes. If a null targetNode is passed in, the iterator will traverse over all edits that are stored on the editsOwner</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editsOwner">The node edits live on. We accept either reference nodes or assembly nodes </param>
      <param name="targetNodeName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.getCPtr(Autodesk.Maya.OpenMaya.MItEdits)">
      <param name="obj">MItEdits</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.reset()">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.next()">
      <summary>
        <para>Moves to the next edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.isReverse()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.removeCurrentEdit()">
      <summary>
        <para>Removes the current edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Edits can only be removed from top-level assemblies/references.</para>
        <para>Edits from nested assemblies/references are physically saved in those nested files. So we do not have write access to them from the main scene, and thus, they cannot be removed.</para>
        <para>Where possible, the remove operation will simply reverse the edit. For example, if the current edit is a setAttr edit, the value of the attribute will be returned to its previous value.</para>
        <para>Once an edit has been removed, the iterator will point to a null operation, which can be skipped using <ref>next()</ref>. If the iterator is reset, this null operation will still be present, and must be skipped.</para>
        <para>NOTE: This method must be used with care. Removing just one specific edit from a group of related edits may leave your scene in an undesirable state. For example, if you removed just one connection in a complex shading network, the network may not function correctly.</para>
        <para>
          <section>
            <para>True if the edit was removed successfully. False if the edit is stored on a nested assembly or reference.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_currentEditString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_currentEditType()">
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_edit()">
      <returns>Returns a MEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_addRemoveAttrEdit()">
      <returns>Returns a MAddRemoveAttrEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_setAttrEdit()">
      <returns>Returns a MSetAttrEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_parentingEdit()">
      <returns>Returns a MParentingEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_fcurveEdit()">
      <returns>Returns a MFcurveEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_connectDisconnectEdit()">
      <returns>Returns a MConnectDisconnectAttrEdit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEdits.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.isDone">
      <summary>
        <para>Indicates end of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Bool: <b>true</b> if the iteration is done, <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.currentEditString">
      <summary>
        <para>Returns the ASCII string related to the current edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The ASCII string related to the current edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.currentEditType">
      <summary>
        <para>Returns the enum related to the type of the current edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current reference or assembly edit type or kNullEdit if there is no current edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.edit">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.addRemoveAttrEdit">
      <summary>
        <para>Returns the current edit if the current edit is an edit for adding or removing an attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method currentEditType can be used to validate whether the current edit is of the appropriate type. An edit for adding or removing an attribute indicates that an attribute has been added or removed since the file was referenced.</para>
        <para>Note that whenever an attribute is added and the new attribute is keyable, an associated setAttr edit will also be added to record the fact that the attribute keyable.</para>
        <para>
          <section>
            <para>The add or remove attribute edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current add/remove attribute edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.setAttrEdit">
      <summary>
        <para>Returns the current edit if the current edit is a setAttr edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method currentEditType can be used to validate whether or not the current edit is a setAttr edit. A setAttr edit is a modification to a plug value on an object from a reference or assembly.</para>
        <para>
          <section>
            <para>The setAttr edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current setAttr edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.parentingEdit">
      <summary>
        <para>Returns the current edit if the current edit is a parenting edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method currentEditType can be used to validate whether or not the current edit is a parenting edit. Parenting edits are modifications to the parent or child of an object from a reference or an assembly.</para>
        <para>
          <section>
            <para>The parenting edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current parenting edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.fcurveEdit">
      <summary>
        <para>Returns the current edit if the current edit is an fcurve edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method currentEditType can be used to validate whether or not the current edit is an fcurve edit. An fcurve edit is a modification to an animCurve from a reference.</para>
        <para>
          <section>
            <para>The fcurve edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current fcurve edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.connectDisconnectEdit">
      <summary>
        <para>Returns the current edit if the current edit is a connection or disconnection edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method currentEditType can be used to validate whether the current edit is a connection or disconnection edit. A connection or disconnection edit indicates that a connection has been made or broken since the file or assembly was referenced.</para>
        <para>
          <section>
            <para>The connection or disconnection edit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> no current connect/disconnect edit or an invalid iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEdits.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEdits.EditStatus">
      <summary>
        <para>The status of edits this iterator will visit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItEdits.EditStatus.SUCCESSFUL_EDITS">
      <summary>
        <para>Visit successful edits only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItEdits.EditStatus.ALL_EDITS">
      <summary>
        <para>Visit all the edits. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEdits.EditStatus">
      <summary>
        <para>The status of edits this iterator will visit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItEdits.EditStatus.SUCCESSFUL_EDITS">
      <summary>
        <para>Visit successful edits only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItEdits.EditStatus.ALL_EDITS">
      <summary>
        <para>Visit all the edits. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEdits.Direction">
      <summary>
        <para>Direction within the DG relative to root Node or Plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLibrary">
      <summary>
        <para>Set up Maya to run in library mode. (OpenMaya) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize and cleanup routines for Maya running in library mode.</para>
        <para>When creating a "library mode" Maya application, this class must be used in the program's main routine to initialize Maya, and later to cleanUp allocated Maya state. A typical usage would be:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>If the call to cleanup is omitted, you will get errors when the program exits as the static destructors in the Maya libraries are run. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.getCPtr(Autodesk.Maya.OpenMaya.MLibrary)">
      <param name="obj">MLibrary</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.initialize(System.String,System.Boolean)">
      <summary>
        <para>Initialize the Maya library. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method <em>must</em> be called before any Maya functionsets are used. It is acceptable to instantiate Maya fundamental types before calling this, but attempts to do anything else cause unpredictable results. When writing a Maya library mode application, a call to this method should be the first line of <em>main</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Maya was initialized successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> The requested license could not be obtained. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Maya failed to initialize. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="applicationName">The name of this application. Typically argv[0] from the application's main() function is passed in this parameter. </param>
      <param name="useBatchLicense">Determines whether a full or batch license of Maya is required to run the application. Most of Maya's features are accessible to library applications with just a batch license. Note that this setting does not affect the result of MGlobal::mayaState(), which always returns kLibraryApp for library applications, nor does it it affect the result of the about -batch command, which always returns true for library applications.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.initialize(System.String)">
      <summary>
        <para>Initialize the Maya library. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method <em>must</em> be called before any Maya functionsets are used. It is acceptable to instantiate Maya fundamental types before calling this, but attempts to do anything else cause unpredictable results. When writing a Maya library mode application, a call to this method should be the first line of <em>main</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Maya was initialized successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> The requested license could not be obtained. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Maya failed to initialize. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="applicationName">The name of this application. Typically argv[0] from the application's main() function is passed in this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.initialize(System.Boolean,System.String,System.Boolean)">
      <summary>
        <para>Initialize the Maya library. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method <em>must</em> be called before any Maya functionsets are used. It is acceptable to instantiate Maya fundamental types before calling this, but attempts to do anything else cause unpredictable results. When writing a Maya library mode application, a call to this method should be the first line of <em>main</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Maya was initialized successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> The requested license could not be obtained. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Maya failed to initialize. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wantScriptOutput">Boolean</param>
      <param name="applicationName">The name of this application. Typically argv[0] from the application's main() function is passed in this parameter. </param>
      <param name="useBatchLicense">Determines whether a full or batch license of Maya is required to run the application. Most of Maya's features are accessible to library applications with just a batch license. Note that this setting does not affect the result of MGlobal::mayaState(), which always returns kLibraryApp for library applications, nor does it it affect the result of the about -batch command, which always returns true for library applications.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.initialize(System.Boolean,System.String)">
      <summary>
        <para>Initialize the Maya library. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method <em>must</em> be called before any Maya functionsets are used. It is acceptable to instantiate Maya fundamental types before calling this, but attempts to do anything else cause unpredictable results. When writing a Maya library mode application, a call to this method should be the first line of <em>main</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Maya was initialized successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> The requested license could not be obtained. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Maya failed to initialize. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wantScriptOutput">Boolean</param>
      <param name="applicationName">The name of this application. Typically argv[0] from the application's main() function is passed in this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.cleanup(System.Int32,System.Boolean)">
      <summary>
        <para>Undo the initialization performed by the <em>initialize</em> method, cleanup allocated Maya structures in an orderly fashion and terminate the application. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note:</b> It is important that when a Library mode process terminates it calls this method before doing so. Failure to do so could result in the leaking of licenses and errors from Maya's static destructors.</para>
        <para>If the exitWhenDone parameter is true, which is the default, this method will terminate the process, using the supplied exitCode, and control will NOT be returned to the caller.</para>
        <para>If the Library app was launched from another process as a separate thread or a child process, this can result in the parent process terminating as well. To avoid that, set exitWhenDone to false, which will prevent the current process from being terminated and will return control to the caller. However, in that case, Library mode must not be re-entered within the same process as Maya will be in an undetermined state and its behavour would be unpredictable.</para>
        <para />
      </remarks>
      <param name="exitStatus">The exit code the application will return. </param>
      <param name="exitWhenDone">If true, terminate the process. If false, return control to the caller without terminating the process. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.cleanup(System.Int32)">
      <summary>
        <para>Undo the initialization performed by the <em>initialize</em> method, cleanup allocated Maya structures in an orderly fashion and terminate the application. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note:</b> It is important that when a Library mode process terminates it calls this method before doing so. Failure to do so could result in the leaking of licenses and errors from Maya's static destructors.</para>
        <para>If the exitWhenDone parameter is true, which is the default, this method will terminate the process, using the supplied exitCode, and control will NOT be returned to the caller.</para>
        <para>If the Library app was launched from another process as a separate thread or a child process, this can result in the parent process terminating as well. To avoid that, set exitWhenDone to false, which will prevent the current process from being terminated and will return control to the caller. However, in that case, Library mode must not be re-entered within the same process as Maya will be in an undetermined state and its behavour would be unpredictable.</para>
        <para />
      </remarks>
      <param name="exitStatus">The exit code the application will return. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLibrary.cleanup()">
      <summary>
        <para>Undo the initialization performed by the <em>initialize</em> method, cleanup allocated Maya structures in an orderly fashion and terminate the application. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note:</b> It is important that when a Library mode process terminates it calls this method before doing so. Failure to do so could result in the leaking of licenses and errors from Maya's static destructors.</para>
        <para>If the exitWhenDone parameter is true, which is the default, this method will terminate the process, using the supplied exitCode, and control will NOT be returned to the caller.</para>
        <para>If the Library app was launched from another process as a separate thread or a child process, this can result in the parent process terminating as well. To avoid that, set exitWhenDone to false, which will prevent the current process from being terminated and will return control to the caller. However, in that case, Library mode must not be re-entered within the same process as Maya will be in an undetermined state and its behavour would be unpredictable.</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MParentingEdit">
      <summary>
        <para>Class for describing edits to parenting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to represent information about edits to parenting. Such edits occur when a file is referenced and changes are made to the dag hierarchy of nodes within that reference. When a reference is unloaded, only the name of the nodes involved may be queried successfully. When the referenced file is loaded, the nodes themselves may also be queried.</para>
        <para>The <ref>MItEdits</ref> class may be used to iterate over all the edits on a given reference or assembly. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.getCPtr(Autodesk.Maya.OpenMaya.MParentingEdit)">
      <param name="obj">MParentingEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.editType()">
      <summary>
        <para>Virtual method used to return the edit type of this edit, which is <ref>MEdit::kParentEdit</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MEdit::kParentEdit</ref>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.get_parentedObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.get_parent()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.get_parentedObjectName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.get_parentName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentingEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentingEdit.parentedObject">
      <summary>
        <para>Returns the dag object which was parented in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parented object can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the name of the parented object may be queried successfully. queried.</para>
        <para>
          <section>
            <para>The dag object which was parented in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Parent was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentingEdit.parent">
      <summary>
        <para>Returns the parent dag object involved in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parent can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the parent name string may be queried successfully.</para>
        <para>
          <section>
            <para>The parent dag object involved in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Parent was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentingEdit.parentedObjectName">
      <summary>
        <para>Returns the dag object which was parented in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parented object can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the name of the parented object may be queried successfully. queried.</para>
        <para>
          <section>
            <para>The dag object which was parented in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Parent was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentingEdit.parentName">
      <summary>
        <para>Returns the name of the parent dag object involved in this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the parent dag object involved in this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Parent name was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentingEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSetAttrEdit">
      <summary>
        <para>Class for describing setAttr edits. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to return information about setAttr edits. Such edits occur when a file is referenced and changes are made to attributes within the file reference. When a reference is unloaded, only the plug name may be queried successfully. When the referenced file is loaded, the plug itself may also be queried.</para>
        <para>The <ref>MItEdits</ref> class may be used to iterate over all the edits on a given reference or assembly. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.getCPtr(Autodesk.Maya.OpenMaya.MSetAttrEdit)">
      <param name="obj">MSetAttrEdit</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.editType()">
      <summary>
        <para>Virtual method used to return the edit type of this edit, which is <ref>MEdit::kSetAttrEdit</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MEdit::kSetAttrEdit</ref>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a EditType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.get_plugName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSetAttrEdit.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSetAttrEdit.plug">
      <summary>
        <para>Returns the plug that was set for this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The plug can only be returned when the related reference or assembly is loaded. When the reference or assembly is unloaded, only the plug name string can be queried.</para>
        <para>
          <section>
            <para>The plug that was set for this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Related reference or assembly was not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSetAttrEdit.plugName">
      <summary>
        <para>Returns the name of the plug that was set for this edit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug that was set for this edit</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Plug name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Edit was not initialized successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSetAttrEdit.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropCallback">
      <summary>
        <para>Provides a callback hook into Maya's drag-and-drop mechanism. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks to gain access to Maya's drag-and-drop information during dropping an external object to Maya. You can replace or augment Maya's drop behavior for external drag-and-drop operations.</para>
        <para>To register callbacks, inherit from this class and override <ref>externalDropCallback()</ref>. The method can be overridden by the callback. Then register the callbacks by calling the <ref>addCallback()</ref> method.</para>
        <para>Each of the callback methods gets passed the name of the drop site control and an <ref>MExternalDropData</ref> instance which contains additional information provided by the system (for example, text or URL information associated with the drop).</para>
        <para>If multiple callbacks need to be registered, the order of invocation can be set by adding each callback with a priority number, 0 being the highest priority. Callbacks are then invoked in priority order. Note that the first callback that does not return kMayaDefault will cause the invocations to stop; lower priority callbacks will then not be invoked. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.getCPtr(Autodesk.Maya.OpenMayaUI.MExternalDropCallback)">
      <param name="obj">MExternalDropCallback</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.externalDropCallback(System.Boolean,System.String,Autodesk.Maya.OpenMayaUI.MExternalDropData)">
      <summary>
        <para>This pure virtual method must be implemented by derived callback classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is called one or more times during a drag-and-drop operation, as a user drags the mouse over various UI elements.</para>
        <para>When called with doDrop <em>false</em>, the callback is simply checking whether it is valid to drop the current item onto the control in question. If doDrop is <em>true</em>, the callback should actually perform the drop operation, if any.</para>
        <para>The controlName provided is the full path to the control, and can be for example passed to MEL commands that query or operate on UI objects.</para>
        <para>The <ref>MExternalDropData</ref> instance contains the actual drop data provided by the operating system. For example, if a file is being dragged from the desktop into Maya, the drop data might contain the path (as a URL) of the file.</para>
        <para>
          <section>
            <para>a status code indicating what action Maya should take following the callback </para>
          </section>
        </para>
      </remarks>
      <param name="doDrop">true if the drop action should actually be performed (on mouse up), or false if this callback is just checking for a valid drop (on mouse drag) </param>
      <param name="controlName">the full name of the UI element onto which the drop will take place </param>
      <param name="data">an instance of MExternalDropData, allowing access to the data associated with the drop</param>
      <returns>Returns a MExternalDropStatus.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.addCallback(Autodesk.Maya.OpenMayaUI.MExternalDropCallback,System.Int32)">
      <summary>
        <para>Add a callback to the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MExternalDropCallback</param>
      <param name="priority">The priority of the callback (zero is highest priority).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.addCallback(Autodesk.Maya.OpenMayaUI.MExternalDropCallback)">
      <summary>
        <para>Add a callback to the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MExternalDropCallback</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.removeCallback(Autodesk.Maya.OpenMayaUI.MExternalDropCallback)">
      <summary>
        <para>Remove a callback from the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MExternalDropCallback</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus">
      <summary>
        <para>Possible return values from <ref>externalDropCallback()</ref>, used to inform Maya of what further action to take, if any. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kMayaDefault">
      <summary>
        <para>Run Maya default action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kNoMayaDefaultAndAccept">
      <summary>
        <para>Skip Maya default action and accept the drop. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kNoMayaDefaultAndNoAccept">
      <summary>
        <para>Skip Maya default action and do not accept the drop. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus">
      <summary>
        <para>Possible return values from <ref>externalDropCallback()</ref>, used to inform Maya of what further action to take, if any. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kMayaDefault">
      <summary>
        <para>Run Maya default action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kNoMayaDefaultAndAccept">
      <summary>
        <para>Skip Maya default action and accept the drop. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropCallback.MExternalDropStatus.kNoMayaDefaultAndNoAccept">
      <summary>
        <para>Skip Maya default action and do not accept the drop. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropData">
      <summary>
        <para>Drag-and-drop data, used with <ref>MExternalDropCallback</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MExternalDropData</ref> is the data that a drag-and-drop operation carries if dragging from an external application and dropping onto Maya.</para>
        <para>It typically arrives from a <ref>MExternalDropCallback</ref> callback method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.getCPtr(Autodesk.Maya.OpenMayaUI.MExternalDropData)">
      <param name="obj">MExternalDropData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasFormat(System.String)">
      <summary>
        <para>Query whether the drop contains data in a given format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result will be true iff the format is contained in the result of the <ref>formats()</ref> method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains data with the given format </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain data with the given format </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="format">The format to look for.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.dataSize(System.String)">
      <summary>
        <para>Return the size (in bytes) of the data with the given format contained in the drop. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the size of the data, in bytes (zero if the format is not present) </para>
          </section>
        </para>
      </remarks>
      <param name="format">The format to look for.</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.copyData(System.String,System.Byte[],System.UInt32)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copy the data with the given format contained in the drop to a buffer.</para>
      </remarks>
      <param name="format">The format to look for. </param>
      <param name="buffer">The buffer to which to copy the data. </param>
      <param name="bufferSize">The size of the buffer (in bytes).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.mouseButtons()">
      <summary>
        <para>Return the mouse button state for this drop. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use MExternalDropData::MouseButtons bitmask to distinguish the states.</para>
        <para>
          <section>
            <para>the mouse button state </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_hasText()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_text()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_hasUrls()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_urls()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_hasHtml()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_html()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_hasColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_color()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_hasImage()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_image()">
      <returns>Returns a MImage.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_formats()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MExternalDropData.get_keyboardModifiers()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasText">
      <summary>
        <para>Query whether the drop contains text data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains text data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain text data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.text">
      <summary>
        <para>Obtain the text data contained in the drop, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the text data, as a string </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasUrls">
      <summary>
        <para>Query whether the drop contains URL data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains URL data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain URL data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.urls">
      <summary>
        <para>Obtain the URL data contained in the drop, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the URL data, as an array of strings </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasHtml">
      <summary>
        <para>Query whether the drop contains html data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains html data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain html data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.html">
      <summary>
        <para>Obtain the html data contained in the drop, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the html data, as a string </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasColor">
      <summary>
        <para>Query whether the drop contains color data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains color data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain color data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.color">
      <summary>
        <para>Obtain the color data contained in the drop, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the color data, as an <ref>MColor</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.hasImage">
      <summary>
        <para>Query whether the drop contains image data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the drop contains image data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the drop does not contain image data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.image">
      <summary>
        <para>Obtain the image data contained in the drop, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the image data, as an <ref>MImage</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.formats">
      <summary>
        <para>Obtain the list of data formats contained in the drop. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the formats, as an array of strings </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MExternalDropData.keyboardModifiers">
      <summary>
        <para>Return the modifier state for this drop. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use MExternalDropData::KeyboardModifiers bitmask to distinguish the states.</para>
        <para>
          <section>
            <para>the modifier state </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kLeftButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kRightButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kMidButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kMiddleButton">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kNoModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kShiftModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kControlModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kAltModifier">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kLeftButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kRightButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kMidButton">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.MouseButtons.kMiddleButton">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kNoModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kShiftModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kControlModifier">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MExternalDropData.KeyboardModifiers.kAltModifier">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.CommonAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.CommonAttribute.#ctor(System.Type,System.String)">
      <param name="_tp">Type</param>
      <param name="_name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.CommonAttribute.get_Type()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.CommonAttribute.get_Name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.CommonAttribute.Type" />
    <member name="P:Autodesk.Maya.OpenMaya.CommonAttribute.Name" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.#ctor(System.Type,System.String)">
      <param name="tp">Type</param>
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.get_undoable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.set_undoable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.get_hasSyntax()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.set_hasSyntax(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.undoable" />
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommandClassBaseAttribute.hasSyntax" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommandClassAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandClassAttribute.#ctor(System.Type,System.String)">
      <param name="tp">Type</param>
      <param name="name">String</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.#ctor(System.String,System.String)">
      <param name="__shortFlag">String</param>
      <param name="__longFlag">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_ShortFlag()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_LongFlag()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_MultipleUse()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_QueryWithFullArgs()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_Arg1()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.set_Arg1(System.Type)">
      <param name="value">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_Arg2()">
      <returns>Returns a Type.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.set_Arg2(System.Type)">
      <param name="value">Type</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_Arg3()">
      <returns>Returns a Type.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.set_Arg3(System.Type)">
      <param name="value">Type</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_Arg4()">
      <returns>Returns a Type.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.set_Arg4(System.Type)">
      <param name="value">Type</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.get_Arg5()">
      <returns>Returns a Type.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.set_Arg5(System.Type)">
      <param name="value">Type</param>
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      <returns>Returns a UInt32.</returns>
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    <member name="P:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.ShortFlag" />
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.LongFlag" />
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    <member name="P:Autodesk.Maya.OpenMaya.MPxCommandSyntaxFlagAttribute.NbArgs" />
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxArgAttribute.#ctor(System.Type)">
      <param name="tp">Type</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxArgAttribute.get_Arg()">
      <returns>Returns a Type.</returns>
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    <member name="T:Autodesk.Maya.OpenMaya.MPxCommandSyntaxModeAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommandSyntaxModeAttribute.#ctor(Autodesk.Maya.OpenMaya.MPxCommandSyntaxModeAttribute+CommandMode)">
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      <returns>Returns a CommandMode.</returns>
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      <param name="value">Boolean</param>
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      <returns>Returns a UInt32.</returns>
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      <param name="value">UInt32</param>
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      <param name="value">UInt32</param>
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      <param name="value">Type</param>
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      <returns>Returns a Type.</returns>
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      <returns>Returns a String.</returns>
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      <returns>Returns a String.</returns>
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    <member name="P:Autodesk.Maya.OpenMaya.MPxDrawOverrideClassAttribute.Classification" />
    <member name="P:Autodesk.Maya.OpenMaya.MPxDrawOverrideClassAttribute.RegistID" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxShaderOverrideClassAttribute" />
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      <returns>Returns a Type.</returns>
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      <returns>Returns a String.</returns>
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      <param name="value">Type</param>
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    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommandClassAttribute.set_ToolName(System.String)">
      <param name="value">String</param>
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      <returns>Returns a DataType.</returns>
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      <returns>Returns a NodeType.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeClassAttribute.set_Classification(System.String)">
      <param name="value">String</param>
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      <returns>Returns a String.</returns>
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      <returns>Returns a Boolean.</returns>
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      <param name="value">Boolean</param>
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      <param name="value">Boolean</param>
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      <param name="value">Boolean</param>
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      <param name="value">Object</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.get_SoftMax()">
      <returns>Returns a Object.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.set_SoftMax(System.Object)">
      <param name="value">Object</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.get_Min()">
      <returns>Returns a Double[].</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.set_Min(System.Double[])">
      <param name="value">Double[]</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.get_Max()">
      <returns>Returns a Double[].</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.set_Max(System.Double[])">
      <param name="value">Double[]</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.get_Child()">
      <returns>Returns a Object[].</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.set_Child(System.Object[])">
      <param name="value">Object[]</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.InitializeAttribute(Autodesk.Maya.OpenMaya.MObject&amp;,System.Reflection.MemberInfo)">
      <param name="mayaAttr">output MObject&amp;</param>
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    <member name="P:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.NumericType" />
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    <member name="P:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.Child" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxNodeNumericAttribute.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
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      <remarks />
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeAffectedByAttribute.#ctor(System.String)">
      <param name="byAttr">String</param>
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    <member name="T:Autodesk.Maya.OpenMaya.MPxNodeAffectsAttribute" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeAffectsAttribute.#ctor(System.String,System.String)">
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      <returns>Returns a String.</returns>
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    <member name="P:Autodesk.Maya.OpenMaya.MPxNodeAffectsAttribute.In" />
    <member name="P:Autodesk.Maya.OpenMaya.MPxNodeAffectsAttribute.Out" />
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    <member name="M:Autodesk.Maya.OpenMaya.MPxNodeEnumAttribute.#ctor(System.String,System.String)">
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      <param name="value">String</param>
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      <param name="value">Int16</param>
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      <param name="value">Int16</param>
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      <param name="field">String</param>
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    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassDefClassAttribute" />
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      <returns>Returns a String.</returns>
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      <param name="value">Type</param>
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      <param name="arg0">String</param>
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    <member name="M:Autodesk.Maya.MetaData.Handle.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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      <param name="rhs">Handle</param>
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      <param name="dataStructure">Structure</param>
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    <member name="M:Autodesk.Maya.MetaData.Handle.#ctor(Autodesk.Maya.MetaData.Structure,System.Byte[])">
      <param name="dataStructure">Structure</param>
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    <member name="M:Autodesk.Maya.MetaData.Handle.get_asBooleanArray()">
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      <param name="value">Boolean[]</param>
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      <returns>Returns a Double[].</returns>
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      <param name="value">Double[]</param>
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      <returns>Returns a Single[].</returns>
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      <param name="value">Single[]</param>
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      <param name="value">Double[]</param>
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      <returns>Returns a Single[].</returns>
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      <param name="value">Single[]</param>
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      <returns>Returns a SByte[].</returns>
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      <param name="value">SByte[]</param>
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      <returns>Returns a Int16[].</returns>
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      <param name="value">Int16[]</param>
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      <returns>Returns a Int32[].</returns>
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      <param name="value">Int32[]</param>
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      <returns>Returns a Int64[].</returns>
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      <param name="value">Int64[]</param>
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      <returns>Returns a Byte[].</returns>
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      <param name="value">Byte[]</param>
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      <returns>Returns a UInt16[].</returns>
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      <param name="value">UInt16[]</param>
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      <param name="value">UInt64[]</param>
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      <param name="value">Boolean</param>
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      <param name="value">Double</param>
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      <param name="value">UInt64</param>
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      <returns>Returns a String[].</returns>
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      <param name="value">String[]</param>
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      <returns>Returns a String.</returns>
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      <param name="value">String</param>
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    <member name="M:Autodesk.Maya.MetaData.Index.lessThanEqual(Autodesk.Maya.MetaData.Index)">
      <param name="rhs">Index</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.greaterThan(Autodesk.Maya.MetaData.Index)">
      <param name="rhs">Index</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.greaterThanEqual(Autodesk.Maya.MetaData.Index)">
      <param name="rhs">Index</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.Debug(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Print)">
      <param name="me">Index</param>
      <param name="request">Print</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.Debug(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Footprint)">
      <param name="me">Index</param>
      <param name="request">Footprint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.objectsCreated()">
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.objectsAlive()">
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.Debug(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Count)">
      <param name="arg0">Index</param>
      <param name="q">Count</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.doCreate(System.String,System.String)">
      <param name="arg0">String</param>
      <param name="arg1">String</param>
      <returns>Returns a Index.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.get_asString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.get_complexIndexProperty()">
      <returns>Returns a IndexType.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.get_supportsDenseMode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.get_theTypeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.get_typeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Index.asString" />
    <member name="P:Autodesk.Maya.MetaData.Index.complexIndexProperty" />
    <member name="P:Autodesk.Maya.MetaData.Index.supportsDenseMode" />
    <member name="P:Autodesk.Maya.MetaData.Index.theTypeName" />
    <member name="P:Autodesk.Maya.MetaData.Index.typeName" />
    <member name="T:Autodesk.Maya.MetaData.Index.eCreationErrors">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.MetaData.Index.eCreationErrors.kNoCreator">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.MetaData.Index.eCreationErrors.kBadSyntax">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.MetaData.Index.eCreationErrors.kExcessData">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.MetaData.IndexCreator" />
    <member name="M:Autodesk.Maya.MetaData.IndexCreator.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.IndexCreator.Invoke(System.String)">
      <param name="arg">String</param>
      <returns>Returns a Index.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.IndexCreator.BeginInvoke(System.String,System.AsyncCallback,System.Object)">
      <param name="arg">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.IndexCreator.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
      <returns>Returns a Index.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3" />
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.#ctor()">
      <param name="inDictionary">TDictionary</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.Contains()">
      <param name="key">TKey</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.CopyTo(,System.Int32)">
      <param name="array">TKey[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.Count" />
    <member name="T:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3" />
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.#ctor()">
      <param name="inDictionary">TDictionary</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.Contains()">
      <param name="value">TValue</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.CopyTo(,System.Int32)">
      <param name="array">TValue[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.Count" />
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView">
      <summary>
        <para>A 3-D view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>M3dView</ref> provides methods for working with 3D model views. 3D views are based on OpenGL drawing areas.</para>
        <para>Maya can operate in two different color modes, RGBA and color index. Color index mode is used to increase performance when shading is not required. Drawing in color index mode is more complicated, but this class provides methods to simplify color selection.</para>
        <para>Maya has four color tables that can be used in RGBA, and that must be used in color index mode. These four color tables represent four sets of bit planes that are independent of each other. So, for example, it is possible to clear all active objects from the display and redraw them without redrawing the dormant and templated objects. The active and dormant color tables contain the same colors, but use different bitplanes.</para>
        <para>The extra performance of color index mode comes at the cost of a limited number of colors. If this restriction causes difficulty, then it is possible for the user to force all displays into RGBA mode where any color may be used.</para>
        <para>When an object is affected by another in the scene, it is drawn in a magenta colour by default. This is denoted in the DisplayStatus enum by kActiveAffected. These objects are drawn in the active planes even though they are dormant for performance reasons. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.#ctor()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_multipleDrawEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_multipleDrawPassCount(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_multipleDrawPassCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_renderOverrideName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_renderOverrideName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_objectListFilterName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_objectListFilterName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_Camera()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_Camera(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getCPtr(Autodesk.Maya.OpenMayaUI.M3dView)">
      <param name="obj">M3dView</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get3dView(System.UInt32,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Returns the 3D view at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the view </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the view to get </param>
      <param name="view">storage for the returned view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.displayStatus(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns the display status of the given DAG path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Display status for the DAG</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The DAG path is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path to get. </param>
      <returns>Returns a DisplayStatus.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.display()">
      <summary>
        <para>Mac OS X and Windows. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the OpenGL context for this view.</para>
        <para>
          <section>
            <para>The OpenGL context. On 32-bit OS X this is an AGLContext. On 64-bit OS X this is an NSOpenGLContext pointer. On Windows this is an HGLRC.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.deviceContext()">
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.applicationShell()">
      <summary>
        <para>Returns the native handle for Maya's main window. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to <ref>MQtUtil::nativeWindow</ref>(<ref>MQtUtil::mainWindow()</ref>).</para>
        <para>
          <section>
            <para>The window handle.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Main window does not yet exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getScreenPosition(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Returns the current position of this view window in screen coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful for finding out the exact location of the window as it appears on the screen. These values are in UI coordinate space so the y value increases from bottom to top.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">- x coordinate of the upper-left corner of the view </param>
      <param name="y">- y coordinate of the upper-left corner of the view </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.window()">
      <summary>
        <para>Returns the native window for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to <ref>MQtUtil::nativeWindow</ref>(view.widget()).</para>
        <para>
          <section>
            <para>The X window</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.portWidth()">
      <summary>
        <para>Returns the width of the current viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The width of this viewport</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.portHeight()">
      <summary>
        <para>Returns the height of the current viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The height of this viewport</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.pushViewport(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the current viewport dimensions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Will keep track of the last viewport dimensions on a stack. When finished with this viewport, the current dimensions should be removed from the top of stack using <ref>M3dView::popViewport()</ref>.</para>
      </remarks>
      <param name="x">Lower left corner of viewport (x coordinate). </param>
      <param name="y">Lower left corner of viewport (y coordinate). </param>
      <param name="width">Width of the viewport. </param>
      <param name="height">Height of the viewport.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.popViewport()">
      <summary>
        <para>Pop the current viewport off of the viewport stack. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.viewport(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Get the current viewport dimensions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x">Lower left corner of viewport (x coordinate). </param>
      <param name="y">Lower left corner of viewport (y coordinate). </param>
      <param name="width">Width of the viewport. </param>
      <param name="height">Height of the viewport.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginGL()">
      <summary>
        <para>Setup port for native OpenGL drawing calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.endGL()">
      <summary>
        <para>End OpenGL drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginSelect(System.UInt32[],System.Int32)">
      <summary>
        <para>Start selecting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer passed is used to record selection hits. A selection hit consists of the following 4 items: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="buffer">UInt32[]</param>
      <param name="size">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginSelect(System.UInt32[])">
      <summary>
        <para>Start selecting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer passed is used to record selection hits. A selection hit consists of the following 4 items: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="buffer">UInt32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginSelect()">
      <summary>
        <para>Start selecting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer passed is used to record selection hits. A selection hit consists of the following 4 items: <example>
** code example not available in .NET **
</example></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.endSelect()">
      <summary>
        <para>Finish a selection sequence. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Result is stored in the buffer passed in the beginSelect call. </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.loadName(System.UInt32)">
      <summary>
        <para>Replace the top of the name stack with the given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid only when <ref>beginSelect()</ref> has been called. <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="name">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.pushName(System.UInt32)">
      <summary>
        <para>Push a new name on the name stack. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid only when <ref>beginSelect()</ref> has been called. <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="name">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.popName()">
      <summary>
        <para>Removes the top of the name stack. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid only when <ref>beginSelect()</ref> has been called. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.initNames()">
      <summary>
        <para>Reset the name stack. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid only when <ref>beginSelect()</ref> has been called. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing(System.Boolean,System.Boolean,System.Single,Autodesk.Maya.OpenMayaUI.M3dView+LineStipplePattern,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
      <param name="stipplePattern">Line stipple pattern. Default is kStippleNone. </param>
      <param name="lineColor">Line color. Default is white (1,1,1).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing(System.Boolean,System.Boolean,System.Single,Autodesk.Maya.OpenMayaUI.M3dView+LineStipplePattern)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
      <param name="stipplePattern">Line stipple pattern. Default is kStippleNone. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing(System.Boolean,System.Boolean,System.Single)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing(System.Boolean,System.Boolean)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing(System.Boolean)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginXorDrawing()">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.endXorDrawing()">
      <summary>
        <para>Reset the context to non-exclusive-or (non-XOR) screen drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <ref>endXorDrawing()</ref> is called without first calling <ref>beginXorDrawing()</ref> an error will result.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDrawColor(System.UInt32,System.Int32)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="index">index of the color to draw in </param>
      <param name="table">color table to index into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDrawColor(System.UInt32)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="index">index of the color to draw in </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDrawColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="color">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDrawColorAndAlpha(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is a convenient replacement for glColor4.</para>
      </remarks>
      <param name="color">color to draw in</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.numDormantColors()">
      <summary>
        <para>Returns the number of dormant object colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of dormant colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.numActiveColors()">
      <summary>
        <para>Returns the number of active object colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of active colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.numUserDefinedColors()">
      <summary>
        <para>Returns the number of user defined colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These colors may be changed by the user and assigned to specific objects. See the methods of <ref>MFnDagNode</ref> for information on assigning user defined colors to individual objects.</para>
        <para>The user defined colors are not a color table of their own. They exist in the active and dormant color tables.</para>
        <para>
          <section>
            <para>The number of user defined colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setUserDefinedColor(System.UInt32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the user defined color at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid indices range between zero and the number of user defined colors.</para>
        <para>
          <section>
            <para>An index into the application's color table</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index into the user defined color </param>
      <param name="color">color to set to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.userDefinedColorIndex(System.UInt32)">
      <summary>
        <para>Returns the index for the given user-defined color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid values for the index argument range between zero and the number of user-defined colors minus one.</para>
        <para>The index returned gives the location of the specified color inside the active and dormant color tables (the index is the same in both tables).</para>
        <para>
          <section>
            <para>Index of user-defined color into the active and dormant tables</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index into user-defined colors </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.colorAtIndex(System.UInt32,System.Int32)">
      <summary>
        <para>Returns the value of the color at the given index in the application's color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the color to retrieve </param>
      <param name="table">Table to index into </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.colorAtIndex(System.UInt32)">
      <summary>
        <para>Returns the value of the color at the given index in the application's color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the color to retrieve </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getColorIndexAndTable(System.UInt32,System.UInt32&amp;,Autodesk.Maya.OpenMayaUI.M3dView+ColorTable&amp;)">
      <summary>
        <para>Returns the color table and index representing the given OpenGL color-index value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when converting color indices obtained from glReadPixels(GL_COLOR_INDEX) to Maya color-index values suitable for use with the colorAtIndex and setDrawColor methods.</para>
        <para>
          <section>
            <para>StatusCode</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="glindex">Value of the OpenGL color-index to retrieve </param>
      <param name="index">Returned ColorTable index </param>
      <param name="table">Returned ColorTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.colorMask(System.Boolean&amp;,System.Boolean&amp;,System.Boolean&amp;,System.Boolean&amp;)">
      <summary>
        <para>Get the current color mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="r">Red color mask flag. </param>
      <param name="g">Green color mask flag. </param>
      <param name="b">Blue color mask flag. </param>
      <param name="a">Alpha color mask flag.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setColorMask(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Set the current color mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="r">Red color mask flag. </param>
      <param name="g">Green color mask flag. </param>
      <param name="b">Blue color mask flag. </param>
      <param name="a">Alpha color mask flag.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.drawText(System.String,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMayaUI.M3dView+TextPosition)">
      <summary>
        <para>Draws the given text at the given spot in the default font. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is provided as a convienient way to draw OpenGL text.</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="text">Text to draw </param>
      <param name="position">Position in space to draw at </param>
      <param name="textPosition">Text position relative to the point</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.drawText(System.String,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Draws the given text at the given spot in the default font. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is provided as a convienient way to draw OpenGL text.</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="text">Text to draw </param>
      <param name="position">Position in space to draw at </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="camera">Dag path for the camera (allocated by caller)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Set the camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="camera">Dag path of the camera for this view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(System.Boolean,System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="all">If true then refresh all views, otherwise refresh this view. </param>
      <param name="force">If true then force views to refresh even if they do not require it.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="all">If true then refresh all views, otherwise refresh this view. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh()">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="all">If true then refresh all views, otherwise refresh this view. </param>
      <param name="force">If true then force views to refresh even if they do not require it.</param>
      <param name="offscreen">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(Autodesk.Maya.OpenMayaUI.MPxGlBuffer)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="buffer">MPxGlBuffer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(Autodesk.Maya.OpenMayaUI.MPxGlBuffer,System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="buffer">MPxGlBuffer</param>
      <param name="offscreen">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.refresh(Autodesk.Maya.OpenMayaUI.MPxGlBuffer,System.Boolean,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="buffer">MPxGlBuffer</param>
      <param name="offscreen">Boolean</param>
      <param name="projectionMatrix">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getLightCount(System.UInt32&amp;,System.Boolean)">
      <summary>
        <para>Get the number of lights for the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">The number of visible lights for the view. </param>
      <param name="visible">Specify whether to count visible lights only. By Default this is set true.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getLightCount(System.UInt32&amp;)">
      <summary>
        <para>Get the number of lights for the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">The number of visible lights for the view. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getLightingMode(Autodesk.Maya.OpenMayaUI.M3dView+LightingMode&amp;)">
      <summary>
        <para>Get the current lighting mode for the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="mode">The lighting mode for the view.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getLightPath(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the path to a certain light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="lightNumber">Number of the light interested in </param>
      <param name="light">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.isLightVisible(System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>Find out if a light is visible in the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="lightNumber">The number of the light to check. </param>
      <param name="visible">Whether the light is visible or not.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getLightIndex(System.UInt32,System.UInt32&amp;)">
      <summary>
        <para>Get the internal light index for a given light number. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="lightNumber">The number of the light to check. </param>
      <param name="lightIndex">The internal light index (returned)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.viewToWorld(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in world coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="worldPt">(returned) the source of the ray </param>
      <param name="worldVector">(returned) the direction of the ray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.viewToWorld(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in world coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="nearClipPt">MPoint</param>
      <param name="farClipPt">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.viewToObjectSpace(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in object coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="localMatrixInverse">the inclusive matrix inverse of the object in question </param>
      <param name="oPt">(returned) the source of the ray in object space </param>
      <param name="oVector">(returned) the direction of the ray in object space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.worldToView(Autodesk.Maya.OpenMaya.MPoint,System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>converts a point in world space to port space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The return value indicates if the point is not clipped.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> point is not clipped </para>
                </item>
                <item>
                  <para>
                    <b>false</b> point is undefined or outside frustum</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="worldPt">the point to world space </param>
      <param name="x_pos">(returned) The x coordinate of the world point in port space. </param>
      <param name="y_pos">(returned) The y coordinate of the world point in port space. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.projectionMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Returns the projection matrix currently being used by OpenGL in the current view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="projectionMatrix">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.modelViewMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Returns the modelview matrix currently being used by OpenGL in the current view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="modelViewMatrix">A place to store the modelview matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.viewSelectedPrefix()">
      <summary>
        <para>Returns the Returns the prefix used when displaying the camera name in the heads up display when view selected in on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The prefix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setViewSelectedPrefix(System.String)">
      <summary>
        <para>Sets the prefix for the camera name as displayed in the heads up display when view selected is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The prefix is concatenated with the camera name.</para>
        <para>The default value is "isolate: "</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="prefix">The prefix to use.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.showViewSelectedChildren()">
      <summary>
        <para>Returns turn if view selected shows all of the children of the obejcts that are flagged for view selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the children of view selected objects are drawn.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setShowViewSelectedChildren(System.Boolean)">
      <summary>
        <para>This method changes the way that view selected works. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, view selected with show all of the children of the objects in the view selected set. If false is passed to this method, then only the obejcts in the view selected set and their shapes will be drawn.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getM3dViewFromModelPanel(System.String,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Given the name of a model panel, get the <ref>M3dView</ref> used by that panel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this fails, then a panel with the given name could not be located.</para>
        <para>
          <section>
            <para>Return Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="modelPaneName">String</param>
      <param name="view">The M3dView from the model panel.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getM3dViewFromModelEditor(System.String,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Given the name of a model editor, get the <ref>M3dView</ref> used by that editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this fails, then a editor with the given name could not be located.</para>
        <para>
          <section>
            <para>Return Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="modelPaneName">String</param>
      <param name="view">The M3dView from the model editor.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDisplayStyle(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,System.Boolean)">
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
      <param name="style">The display style to be set for this view </param>
      <param name="activeOnly">Specifies whether only active objects are to be shaded in shaded mode.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setDisplayStyle(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle)">
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
      <param name="style">The display style to be set for this view </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setPluginObjectDisplay(System.String,System.Boolean)">
      <param name="pluginDisplayFilter">String</param>
      <param name="on">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.pluginObjectDisplay(System.String)">
      <param name="pluginDisplayFilter">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getRendererName()">
      <summary>
        <para>Get the name of the current renderer being used for drawing to this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current possible return values are:</para>
        <para>kDefaultQualityRenderer : This is equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command kHighQualityRenderer : This is equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command kViewport2Renderer : This is equivalent to the viewport 2.0 renderer.</para>
        <para>Note that the latter is not supported on platforms running the IRIX operating system.</para>
        <para>
          <section>
            <para>The name of the current renderer.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a RendererName.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.wireframeOnlyInShadedMode()">
      <summary>
        <para>Return whether we are in shaded mode, but that only non shaded drawing should occur (wireframe). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general it will return true only when the current renderer is "hwRender_OpenGL_Renderer". See the <ref>M3dView::getRendererString()</ref> method for more details.</para>
        <para>
          <section>
            <para>true if we are in this mode.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.readColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Boolean)">
      <summary>
        <para>Read the RGB values from the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer is read in a pixel format which is BGRA by default, such that each channel is one byte in size.</para>
      </remarks>
      <param name="image">The image contains the frame buffer pixels. </param>
      <param name="readRGBA">Read the image back in RGBA format. By default the format is BGRA.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.readColorBuffer(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Read the RGB values from the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer is read in a pixel format which is BGRA by default, such that each channel is one byte in size.</para>
      </remarks>
      <param name="image">The image contains the frame buffer pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Int16,System.Int16)">
      <summary>
        <para>Overwrite the RGB values for the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Expected input is a block of RGBA, such that each channel is one byte in size.</para>
      </remarks>
      <param name="image">The image containing the block of pixels to write </param>
      <param name="x">The location in screen space of the lower left corner (X) of the image to write. The default value is 0. </param>
      <param name="y">The location in screen space of the lower left corner (Y) of the image to write. The default value is 0.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Int16)">
      <summary>
        <para>Overwrite the RGB values for the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Expected input is a block of RGBA, such that each channel is one byte in size.</para>
      </remarks>
      <param name="image">The image containing the block of pixels to write </param>
      <param name="x">The location in screen space of the lower left corner (X) of the image to write. The default value is 0. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Overwrite the RGB values for the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Expected input is a block of RGBA, such that each channel is one byte in size.</para>
      </remarks>
      <param name="image">The image containing the block of pixels to write </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.readDepthMap(System.UInt16,System.UInt16,System.UInt32,System.UInt32,System.Byte[],Autodesk.Maya.OpenMayaUI.M3dView+DepthBufferFormat)">
      <summary>
        <para>Read the depth values from the frame buffer for a given view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer is read into a block of data as defined as an argument. The data block size must be large enough to accomodate ( view width * view height * depth map precision ) bytes of data.</para>
      </remarks>
      <param name="x">Start position x to read. </param>
      <param name="y">Start position y to read. </param>
      <param name="width">Number of pixels in x to read. </param>
      <param name="height">Number of pixels in y to read. </param>
      <param name="bufferPtr">Pointer to depth data allocated by the caller. </param>
      <param name="depthMapPrecision">Enumerated depth precision.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.readBufferTo2dTexture(System.UInt16,System.UInt16,System.UInt32,System.UInt32)">
      <summary>
        <para>Read the depth values from the frame buffer for a given view into a predefined OpenGL 2d texture. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is assumed that such a texture has been created and bound before making this call.</para>
      </remarks>
      <param name="x">Start position x to read. </param>
      <param name="y">Start position y to read. </param>
      <param name="width">Number of pixels in x to read. </param>
      <param name="height">Number of pixels in y to read.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.updateViewingParameters()">
      <summary>
        <para>This method tells the camera to set the view's transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setMultipleDrawEnable(System.Boolean)">
      <summary>
        <para>This method enables/disables multiple camera drawing for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If multiple draw is disabled, then this view will behave like a normal Maya view.</para>
        <para />
      </remarks>
      <param name="enable">If true, then multiple draw is enabled. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.beginProjMatrixOverride(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Begin overriding the projection matrix used in openGL drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This override is enabled until <ref>endProjMatrixOverride()</ref> is called.</para>
      </remarks>
      <param name="projectionMatrix">Projection matrix used in openGL drawing</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.endProjMatrixOverride()">
      <summary>
        <para>End projection matrix override enabled by <ref>beginProjMatrixOverride()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.setShowObjectFilterNameInHUD(System.Boolean)">
      <summary>
        <para>Sets whether or not to display the object filter UI name in the heads up display when an object filter is active. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This string is concatenated with the camera name.</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="show">If true, show the filter UI name in the HUD</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.showObjectFilterNameInHUD()">
      <summary>
        <para>Returns whether the object filter UI name is shown in the heads up display when an object filter is active. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the filter UI name is shown</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.getRendererString(System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the string name of the current renderer being used for drawing to this view.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. See the version which returns a string.</para>
      </remarks>
      <param name="stringName">string name (returned).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_active3dView()">
      <returns>Returns a M3dView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_numberOf3dViews()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_isVisible()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_selectMode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_textureMode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_isBackgroundGradient()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_templateColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_backgroundColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_backgroundColorTop()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_backgroundColorBottom()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_liveColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_referenceLayerColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_activeTemplateColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_leadColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_hiliteColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_activeAffectedColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_displayStyle()">
      <returns>Returns a DisplayStyle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_isShadeActiveOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_objectDisplay(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_objectDisplay()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_rendererString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_wireframeOnShaded()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_xray()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_xrayJoints()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_twoSidedLighting()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_usingMipmappedTextures()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_usingDefaultMaterial()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.set_disallowPolygonOffset(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.M3dView.get_disallowPolygonOffset()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.Camera">
      <summary>
        <para>Get the camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the camera for this view. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.active3dView">
      <summary>
        <para>Returns the active view in the form of a class (<ref>M3dView</ref>) that can operate on it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Active view class.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The 3d view was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the active 3d view </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.numberOf3dViews">
      <summary>
        <para>Returns the number of 3D views currently in existance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of 3D views. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.isVisible">
      <summary>
        <para>Returns true if this viewport is visible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if this viewport is visible</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.selectMode">
      <summary>
        <para>Tells if this <ref>M3dView</ref> is in selection mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true between beginSelect and endSelect calls. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.textureMode">
      <summary>
        <para>Tells if this <ref>M3dView</ref> is in texture mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if this modelling view is in texture mode. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.isBackgroundGradient">
      <summary>
        <para>Returns whether a gradient is being used as the background color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> background is a color gradient </para>
                </item>
                <item>
                  <para>
                    <b>false</b> background is a solid color</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.templateColor">
      <summary>
        <para>Returns the value of the template color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The template color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.backgroundColor">
      <summary>
        <para>Returns the value of the background color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.backgroundColorTop">
      <summary>
        <para>Returns the value of the background gradient top color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background gradient top color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.backgroundColorBottom">
      <summary>
        <para>Returns the value of the background gradient bottom color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background gradient bottom color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.liveColor">
      <summary>
        <para>Returns the color for live objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The live color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.referenceLayerColor">
      <summary>
        <para>Returns the color for objects which belong to a display layer whose display type is Reference. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This color is also used for objects whose display override is set to Reference.</para>
        <para>
          <section>
            <para>The reference layer color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.activeTemplateColor">
      <summary>
        <para>Returns the color for active template objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The active template color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.leadColor">
      <summary>
        <para>Returns the color for lead objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The lead color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.hiliteColor">
      <summary>
        <para>Returns the color for hilited objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The hilite color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.activeAffectedColor">
      <summary>
        <para>Returns the color for active affected objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The active affected color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.displayStyle">
      <summary>
        <para>Return the display style for this 3d view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
        <para>
          <section>
            <para>The display style for this view</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.isShadeActiveOnly">
      <summary>
        <para>Returns <b>true</b> if this view's display style is shaded for objects that are active and wireframe otherwise. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Only active objects are shaded if this view is in shaded mode </para>
                </item>
                <item>
                  <para>
                    <b>false</b> All objects are shaded if this view is in shaded mode</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.objectDisplay">
      <summary>
        <para>Returns a display object mask that indicates which object types are drawn in the current view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The display object mask which can be bit 'AND'ed against the <ref>M3dView::DisplayObjects</ref> enum.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets a display object mask that indicates which object types are drawn in current view. </para>
      </summary>
      <remarks>
        <para>By default every thing is displayed.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.rendererString">
      <summary>
        <para>Get the string name of the current renderer being used for drawing to this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>String name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.wireframeOnShaded">
      <summary>
        <para>Return whether we draw wireframe in shaded mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if we draw wireframe in shaded mode.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.xray" />
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.xrayJoints" />
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.twoSidedLighting" />
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.usingMipmappedTextures">
      <summary>
        <para>Returns if the view is using mipmapped texture display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Mipmap texture display state. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.usingDefaultMaterial">
      <summary>
        <para>Returns true if the view is currently displaying objects using the default material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The default material state. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.disallowPolygonOffset">
      <summary>
        <para>Returns the current state of the disallow polygon offset bit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See setDisallowPolygonOffset for more information.</para>
        <para>
          <section>
            <para>True if Maya currently is disallowing the use of glPolygonOffset. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Certain Maya actions will use glPolygonOffset to offset polygons drawing into the depth buffer. </para>
      </summary>
      <remarks>
        <para>This method controls this behavior. When true, it prevents Maya from altering the polygon offset parameters.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.multipleDrawEnabled">
      <summary>
        <para>This method returns the multiple draw enable state for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if multiple draw is enabled. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.multipleDrawPassCount">
      <summary>
        <para>This method returns the number of multiple draw passes that are going to be made. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default a 1 is returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>The number of multiple draw passes that will be made. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <example>
** code example not available in .NET **
</example> multiple draw is enabled. </para>
      </summary>
      <remarks>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <pre>
    preRenderCB()
    {
        view.setMultipleDrawEnable( true )
        view.setMultipleDrawPassCount( 2 )
    }
<example>
** code example not available in .NET **
</example></pre>
        </para>
        <para>
          <pre>    postRenderCB()
    {
        view.setMultipleDrawEnable( false )
        view.setMultipleDrawPassCount( 1 )
    }
</pre>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.renderOverrideName">
      <summary>
        <para>Get the current render override name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If none then an empty string will be returned.</para>
        <para>
          <section>
            <para>Override name. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the name of a render override (<ref>MHWRender::MRenderOverride</ref>) to use. </para>
      </summary>
      <remarks>
        <para>The override must be registered before it can be used.</para>
        <para>The override cannot be set unless the view is set to be using the Viewport 2.0 renderer.</para>
        <para>If the override name is an empty string then the any existing override will be removed.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.objectListFilterName">
      <summary>
        <para>Get the current object list filter name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If none then an empty string will be returned.</para>
        <para>
          <section>
            <para>Filter name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> An object filter name can be returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No object filter can be returned </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the name of the object list filter (<ref>MObjectListFilter</ref>) to use. </para>
      </summary>
      <remarks>
        <para>The filter must be registered before it can be used.</para>
        <para>If the name is an empty string then any existing filter will be removed.</para>
        <para>Any previously set filter will be replaced with the new one.</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable">
      <summary>
        <para>Reference to color palettes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kActiveColors">
      <summary>
        <para>Colors for active objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kDormantColors">
      <summary>
        <para>Colors for dormant objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kTemplateColor">
      <summary>
        <para>Colors for templated objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kBackgroundColor">
      <summary>
        <para>Colors for background color. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle">
      <summary>
        <para>Display styles for a 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kBoundingBox">
      <summary>
        <para>Bounding box display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kFlatShaded">
      <summary>
        <para>Flat shaded display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kGouraudShaded">
      <summary>
        <para>Gouraud shaded display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kWireFrame">
      <summary>
        <para>Wire frame display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kPoints">
      <summary>
        <para>Points only display. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus">
      <summary>
        <para>Drawing modes for individual objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActive">
      <summary>
        <para>Object is active (selected). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kLive">
      <summary>
        <para>Object is live (construction surface). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kDormant">
      <summary>
        <para>Object is domant. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kInvisible">
      <summary>
        <para>Object is invisible (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kHilite">
      <summary>
        <para>Object is hilited (has selectable components). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kTemplate">
      <summary>
        <para>Object is templated (Not renderable). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveTemplate">
      <summary>
        <para>Object is active and templated. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveComponent">
      <summary>
        <para>Object has active components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kLead">
      <summary>
        <para>Last selected object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kIntermediateObject">
      <summary>
        <para>Construction object (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveAffected">
      <summary>
        <para>Affected by active object(s). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kNoStatus">
      <summary>
        <para>Object does not have a valid display status. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition">
      <summary>
        <para>Alignment values when drawing text. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kLeft">
      <summary>
        <para>Draw text to the left of the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kCenter">
      <summary>
        <para>Draw text centered around the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kRight">
      <summary>
        <para>Draw text to the right of the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects">
      <summary>
        <para>Display modes Bit masks used in combination with the return value of the dirtyMask() method to determine which portions of the geometry are dirty. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNurbsCurves">
      <summary>
        <para>Show nurbs curves. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNurbsSurfaces">
      <summary>
        <para>Show nurbs surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayMeshes">
      <summary>
        <para>Show meshes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayPlanes">
      <summary>
        <para>Show planes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayLights">
      <summary>
        <para>Show lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayCameras">
      <summary>
        <para>Show camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayJoints">
      <summary>
        <para>Show joints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayIkHandles">
      <summary>
        <para>Show IK handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDeformers">
      <summary>
        <para>Show deformers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDynamics">
      <summary>
        <para>Show dynamics. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayLocators">
      <summary>
        <para>Show locators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDimensions">
      <summary>
        <para>Show dimensions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplaySelectHandles">
      <summary>
        <para>Show selection handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayPivots">
      <summary>
        <para>Show pivots. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayTextures">
      <summary>
        <para>Show textures. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayGrid">
      <summary>
        <para>Show the grid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayCVs">
      <summary>
        <para>Show NURBS CVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayHulls">
      <summary>
        <para>Show NURBS hulls. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayStrokes">
      <summary>
        <para>Show strokes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplaySubdivSurfaces">
      <summary>
        <para>Show subdivision surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayFluids">
      <summary>
        <para>Show fluids. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayFollicles">
      <summary>
        <para>Show follcles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayHairSystems">
      <summary>
        <para>Show hair systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayImagePlane">
      <summary>
        <para>Show image plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNCloths">
      <summary>
        <para>Show nCloths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNRigids">
      <summary>
        <para>Show nRigids. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDynamicConstraints">
      <summary>
        <para>Show nDynamicConstraints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayManipulators">
      <summary>
        <para>Show Manipulators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNParticles">
      <summary>
        <para>Show nParticles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kExcludeMotionTrails">
      <summary>
        <para>Show motion trails. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kExcludePluginShapes">
      <summary>
        <para>Show plugin shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayEverything">
      <summary>
        <para>Show everything. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode">
      <summary>
        <para>Lighting mode used in this 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightAll">
      <summary>
        <para>All lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightSelected">
      <summary>
        <para>Selected lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightActive">
      <summary>
        <para>Active lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightDefault">
      <summary>
        <para>Default light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kUnused1">
      <summary>
        <para>Not currently used in Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightNone">
      <summary>
        <para>No lights / lighting disabled. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.RendererName">
      <summary>
        <para>Current hardware rendering engine used in this view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kDefaultQualityRenderer">
      <summary>
        <para>Equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kHighQualityRenderer">
      <summary>
        <para>Equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kViewport2Renderer">
      <summary>
        <para>Equivalent to the viewport 2.0 renderer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kExternalRenderer">
      <summary>
        <para>An externally defined renderer name has been set. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat">
      <summary>
        <para>Possible depth buffer formats to read into. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat.kDepth_8">
      <summary>
        <para>8 bits. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat.kDepth_Float">
      <summary>
        <para>Floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern">
      <summary>
        <para>Line stipple pattern. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern.kStippleNone">
      <summary>
        <para>No stipple. </para>
      </summary>
      <remarks>
        <para>Solid line </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern.kStippleDashed">
      <summary>
        <para>Dashed line stipple. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable">
      <summary>
        <para>Reference to color palettes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kActiveColors">
      <summary>
        <para>Colors for active objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kDormantColors">
      <summary>
        <para>Colors for dormant objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kTemplateColor">
      <summary>
        <para>Colors for templated objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.ColorTable.kBackgroundColor">
      <summary>
        <para>Colors for background color. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle">
      <summary>
        <para>Display styles for a 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kBoundingBox">
      <summary>
        <para>Bounding box display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kFlatShaded">
      <summary>
        <para>Flat shaded display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kGouraudShaded">
      <summary>
        <para>Gouraud shaded display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kWireFrame">
      <summary>
        <para>Wire frame display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStyle.kPoints">
      <summary>
        <para>Points only display. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus">
      <summary>
        <para>Drawing modes for individual objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActive">
      <summary>
        <para>Object is active (selected). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kLive">
      <summary>
        <para>Object is live (construction surface). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kDormant">
      <summary>
        <para>Object is domant. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kInvisible">
      <summary>
        <para>Object is invisible (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kHilite">
      <summary>
        <para>Object is hilited (has selectable components). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kTemplate">
      <summary>
        <para>Object is templated (Not renderable). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveTemplate">
      <summary>
        <para>Object is active and templated. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveComponent">
      <summary>
        <para>Object has active components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kLead">
      <summary>
        <para>Last selected object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kIntermediateObject">
      <summary>
        <para>Construction object (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kActiveAffected">
      <summary>
        <para>Affected by active object(s). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayStatus.kNoStatus">
      <summary>
        <para>Object does not have a valid display status. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition">
      <summary>
        <para>Alignment values when drawing text. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kLeft">
      <summary>
        <para>Draw text to the left of the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kCenter">
      <summary>
        <para>Draw text centered around the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.TextPosition.kRight">
      <summary>
        <para>Draw text to the right of the point. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects">
      <summary>
        <para>Display modes Bit masks used in combination with the return value of the dirtyMask() method to determine which portions of the geometry are dirty. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNurbsCurves">
      <summary>
        <para>Show nurbs curves. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNurbsSurfaces">
      <summary>
        <para>Show nurbs surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayMeshes">
      <summary>
        <para>Show meshes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayPlanes">
      <summary>
        <para>Show planes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayLights">
      <summary>
        <para>Show lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayCameras">
      <summary>
        <para>Show camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayJoints">
      <summary>
        <para>Show joints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayIkHandles">
      <summary>
        <para>Show IK handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDeformers">
      <summary>
        <para>Show deformers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDynamics">
      <summary>
        <para>Show dynamics. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayLocators">
      <summary>
        <para>Show locators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDimensions">
      <summary>
        <para>Show dimensions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplaySelectHandles">
      <summary>
        <para>Show selection handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayPivots">
      <summary>
        <para>Show pivots. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayTextures">
      <summary>
        <para>Show textures. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayGrid">
      <summary>
        <para>Show the grid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayCVs">
      <summary>
        <para>Show NURBS CVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayHulls">
      <summary>
        <para>Show NURBS hulls. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayStrokes">
      <summary>
        <para>Show strokes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplaySubdivSurfaces">
      <summary>
        <para>Show subdivision surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayFluids">
      <summary>
        <para>Show fluids. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayFollicles">
      <summary>
        <para>Show follcles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayHairSystems">
      <summary>
        <para>Show hair systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayImagePlane">
      <summary>
        <para>Show image plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNCloths">
      <summary>
        <para>Show nCloths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNRigids">
      <summary>
        <para>Show nRigids. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayDynamicConstraints">
      <summary>
        <para>Show nDynamicConstraints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayManipulators">
      <summary>
        <para>Show Manipulators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayNParticles">
      <summary>
        <para>Show nParticles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kExcludeMotionTrails">
      <summary>
        <para>Show motion trails. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kExcludePluginShapes">
      <summary>
        <para>Show plugin shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DisplayObjects.kDisplayEverything">
      <summary>
        <para>Show everything. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode">
      <summary>
        <para>Lighting mode used in this 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightAll">
      <summary>
        <para>All lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightSelected">
      <summary>
        <para>Selected lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightActive">
      <summary>
        <para>Active lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightDefault">
      <summary>
        <para>Default light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kUnused1">
      <summary>
        <para>Not currently used in Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LightingMode.kLightNone">
      <summary>
        <para>No lights / lighting disabled. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.RendererName">
      <summary>
        <para>Current hardware rendering engine used in this view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kDefaultQualityRenderer">
      <summary>
        <para>Equivalent to when the renderer name is "base_OpenGL_Renderer" when queried from the "modelEditor" command. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kHighQualityRenderer">
      <summary>
        <para>Equivalent to when the renderer name is "hwRender_OpenGL_Renderer" when queried from the "modelEditor" command. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kViewport2Renderer">
      <summary>
        <para>Equivalent to the viewport 2.0 renderer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.RendererName.kExternalRenderer">
      <summary>
        <para>An externally defined renderer name has been set. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat">
      <summary>
        <para>Possible depth buffer formats to read into. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat.kDepth_8">
      <summary>
        <para>8 bits. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.DepthBufferFormat.kDepth_Float">
      <summary>
        <para>Floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern">
      <summary>
        <para>Line stipple pattern. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern.kStippleNone">
      <summary>
        <para>No stipple. </para>
      </summary>
      <remarks>
        <para>Solid line </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.M3dView.LineStipplePattern.kStippleDashed">
      <summary>
        <para>Dashed line stipple. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray">
      <summary>
        <para>Array of <ref>MAnimCurveClipboardItem</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MAnimCurveClipboardItems. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem[])">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MAnimCurveClipboardItem[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MAnimCurveClipboardItemArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem,System.UInt32)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">MAnimCurveClipboardItem</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.IndexOf(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="item">MAnimCurveClipboardItem</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Insert(System.Int32,Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="index">Int32</param>
      <param name="item">MAnimCurveClipboardItem</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Add(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="item">MAnimCurveClipboardItem</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Contains(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="item">MAnimCurveClipboardItem</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.CopyTo(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem[],System.Int32)">
      <param name="array">MAnimCurveClipboardItem[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Remove(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="item">MAnimCurveClipboardItem</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray)">
      <param name="obj">MAnimCurveClipboardItemArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MAnimCurveClipboardItem.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.set_Item(System.Int32,Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="index">Int32</param>
      <param name="value">MAnimCurveClipboardItem</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.set(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MAnimCurveClipboardItem</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.insert(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.append(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.isValid(System.UInt32&amp;)">
      <summary>
        <para>Ensures that the <ref>MAnimCurveClipboard</ref> items in the array make sense. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the clipboard item array is valid, and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="failedIndex">The failed index value</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Count" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Item" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MArgParser">
      <summary>
        <para>Command argument list parser. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to parse and store all of the flags, arguments and objects which are passed to a command. The <ref>MArgParser</ref> constructor accepts an <ref>MSyntax</ref> object, which describes the format for a command, and uses it to parse the command arguments into a form which is easy to query. The documentation for <ref>MSyntax</ref> describes three types of arguments to commands:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>flag arguments</b> preceded by a '-' character. Each flag can be followed by a fixed number of parameters. </para>
            </item>
            <item>
              <para>
                <b>command arguments</b> a fixed number of typed arguments </para>
            </item>
            <item>
              <para>
                <b>objects</b> a range of Maya objects or the contents of Maya's current selection.</para>
            </item>
          </list>
A command may accept either <b>command arguments</b> or <b>objects</b>, but not both.</para>
        <para>The flag names, numbers and types of parameters accepted by each flag, number and types of command arguments, range of objects accepted and whether Maya's current selection can be used in place of missing objects, are all determined by the <ref>MSyntax</ref> object passed to <ref>MArgParser</ref>'s constructor.</para>
        <para>In normal usage a command's <em>doIt</em> method would create an <ref>MArgParser</ref> object by passing it an <ref>MSyntax</ref> object which describes the command's syntax and an <ref>MArgList</ref> containing the command line arguments specified in the command's invocation. A successful return status from the constructor would mean that command invocation was syntactically correct and the other <ref>MArgList</ref> methods could be used to extract the values of the arguments to the command. A failure return status would mean that the command invocation was syntactically incorrect and the command should return without attempting any further processing of its arguments. Note that in the case of a failure <ref>MArgParser</ref> will automatically display an appropriate error message in the Script Editor so the command is freed from having to do that itself.</para>
        <para>The <em>isFlagSet</em> method can be used to find out if a particular flag argument was provided in the command invocation.</para>
        <para>If a flag accepts one or more parameters, the <em>getFlagArgument</em> and <em>flagArgument*</em> methods can be used to return its parameters.</para>
        <para>If the same flag appears multiple times in the command line (i.e. it was specified with <ref>MSyntax::makeFlagMultiUse()</ref> to allow multiple uses per command invocation) the <em>getFlagArgument</em> and <em>flagArgument*</em> methods will only be able to return parameters for the first use of the flag. However, <ref>getFlagArgumentList()</ref> provides the ability to access any of a multi-use flag's instances.</para>
        <para>If the command requires <em>command arguments</em> (i.e. the <em>addArg</em> method was used to construct the syntax object), then <em>getCommandArgument</em> and <em>commandArgument*</em> methods can be used to return the values of those arguments.</para>
        <para>If the command requires <em>objects</em> then the <em>getObjects</em> method can be used to return those objects as an array of strings. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.#ctor(Autodesk.Maya.OpenMaya.MSyntax,Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="syntax">MSyntax</param>
      <param name="argList">MArgList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCPtr(Autodesk.Maya.OpenMaya.MArgParser)">
      <param name="obj">MArgParser</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.isFlagSet(System.String)">
      <summary>
        <para>Queries the arguments to the command to determine if the given flag is set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if given flag is set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if given flag is not set</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">the flag whose state is to be queried </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.numberOfFlagUses(System.String)">
      <summary>
        <para>Returns the number of times the given flag was used on the command line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of times the given flag was used on the command line </para>
          </section>
        </para>
      </remarks>
      <param name="flag">the flag whose argument is being requested</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,System.Int32&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,System.Double&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,System.String&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,System.UInt32&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>flagArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <param name="result">value of the parameter as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentBool(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as a boolean</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentInt(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as an int</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentDouble(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as a double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as a double</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentString(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MString</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as a string</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentMDistance(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MDistance</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as an <ref>MDistance</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentMAngle(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MAngle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as an <ref>MAngle</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.flagArgumentMTime(System.String,System.UInt32)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MTime</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the parameter as an <ref>MTime</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter to retrieve </param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgumentPosition(System.String,System.UInt32,System.UInt32&amp;)">
      <summary>
        <para>Returns the position in the command line of the i'th usage of the specified flag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This call is only valid if the flag has been marked as available for multi-usage with <ref>MSyntax::makeFlagMultiUse</ref></para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose position is being requested </param>
      <param name="i">desired instance of the flag on the command line </param>
      <param name="position">position in the command line of the i'th usage of the specified flag</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getFlagArgumentList(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>Returns an <ref>MArgList</ref> containing the parameters to the i'th usage of the specified flag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This call is only valid if the flag has been marked as available for multi-usage with <ref>MSyntax::makeFlagMultiUse</ref></para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">the flag whose parameters are being requested </param>
      <param name="i">the desired instance of the flag on the command line </param>
      <param name="args">the parameters to the i'th usage of the specified flag</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,System.Int32&amp;)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,System.Double&amp;)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,System.String&amp;)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Gets the value of the requested command argument to the command as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available in Python. Please see the <ref>commandArgumentBool()</ref> method</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument of the command </param>
      <param name="result">the value of the argument as a boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentBool(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a boolean</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentInt(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as an int</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentDouble(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a double</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentString(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a string</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentMDistance(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a <ref>MDistance</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a <ref>MDistance</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentMAngle(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a <ref>MAngle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a <ref>MAngle</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.commandArgumentMTime(System.UInt32)">
      <summary>
        <para>Gets the value of the requested command argument as a <ref>MTime</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the argument as a <ref>MTime</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the argument to the command </param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.getObjects(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Gets the list of objects passed to the command as an array of strings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the list of objects passed to the command as an MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.get_isEdit()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.get_isQuery()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.get_numberOfFlagsUsed()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgParser.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgParser.isEdit">
      <summary>
        <para>Determines if the edit flag was one of the arguments to the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The edit flag in its short form is "-e", and in its int form is "-edit".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if edit flag is set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if edit flag is not set</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgParser.isQuery">
      <summary>
        <para>Determines if the query flag was one of the arguments to the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The query flag in its short form is "-q", and in its int form is "-query".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if query flag is set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if query flag is not set</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgParser.numberOfFlagsUsed">
      <summary>
        <para>Returns the number of flags given on the command line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a given flag appears multiple times it is only counted once. The <ref>numberOfFlagUses()</ref> method can be used to determine the number of times that a multi-use flag appears in the command line.</para>
        <para>
          <section>
            <para>Number of flags on the command line </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgParser.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MArgDatabase">
      <summary>
        <para>Command argument list parser. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class extends <ref>MArgParser</ref> by providing the ability to retrieve flag parameters, command arguments and command objects as selection lists.</para>
        <para>See <ref>MArgParser</ref> for more details on how command argument parsing works in general. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.#ctor(Autodesk.Maya.OpenMaya.MSyntax,Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="syntax">MSyntax</param>
      <param name="argList">MArgList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.get_SelectionObjects()">
      <returns>Returns a MSelectionList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.get_objects()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCPtr(Autodesk.Maya.OpenMaya.MArgDatabase)">
      <param name="obj">MArgDatabase</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getObjects(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Gets the list of objects passed to the command as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">list of objects passed to the command</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,System.Int32&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,System.Double&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,System.String&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,System.UInt32&amp;)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getFlagArgument(System.String,System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Gets the value of the 'index'th parameter of the given flag as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">flag whose parameter is being requested </param>
      <param name="index">index of the parameter </param>
      <param name="result">value of the parameter as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,System.Int32&amp;)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,System.Double&amp;)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,System.String&amp;)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getCommandArgument(System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Gets the value of the requested command argument and appends it to the end of the <ref>MSelectionList</ref> that is passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the command argument </param>
      <param name="result">value of the argument as an MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.getObjects(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Gets the list of objects passed to the command as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">list of objects passed to the command</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgDatabase.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgDatabase.SelectionObjects" />
    <member name="P:Autodesk.Maya.OpenMaya.MArgDatabase.objects">
      <summary>
        <para>Gets the list of objects passed to the command as an <ref>MSelectionList</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgDatabase.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributePatternArray">
      <summary>
        <para>Indexable Array of attribute patterns. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for manipulating arrays of attribute patterns.</para>
        <para>Arrays of attribute patterns are used when constructing pattern lists from a string or file description. Since there's no way of knowing in advance how many will be created from a given description this general purpose array was needed.</para>
        <para>The length of the array adjusts automatically. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor(Autodesk.Maya.OpenMaya.MAttributePattern[])">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an attribute pattern Array </para>
      </remarks>
      <param name="array">MAttributePattern[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an attribute pattern Array </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an attribute pattern Array </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor(Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an attribute pattern Array </para>
      </remarks>
      <param name="other">MAttributePatternArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MAttributePattern)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an attribute pattern Array </para>
      </remarks>
      <param name="initializeSize">UInt32</param>
      <param name="initialValue">MAttributePattern</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get(Autodesk.Maya.OpenMaya.MAttributePattern[]&amp;)">
      <param name="outArray">output MAttributePattern[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.IndexOf(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="item">MAttributePattern</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="index">Int32</param>
      <param name="item">MAttributePattern</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Add(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="item">MAttributePattern</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Contains(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="item">MAttributePattern</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.CopyTo(Autodesk.Maya.OpenMaya.MAttributePattern[],System.Int32)">
      <param name="array">MAttributePattern[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Remove(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="item">MAttributePattern</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.getCPtr(Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <param name="obj">MAttributePatternArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MAttributePattern.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="index">Int32</param>
      <param name="value">MAttributePattern</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.assign(Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <param name="rhs">MAttributePatternArray</param>
      <returns>Returns a MAttributePatternArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.set(Autodesk.Maya.OpenMaya.MAttributePattern,System.UInt32)">
      <summary>
        <para>Sets an element of the array to the given attribute pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">New attribute pattern to be set on the indicated element </param>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.remove(System.UInt32)">
      <summary>
        <para>Removes the attribute pattern which is at the specified index in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.insert(Autodesk.Maya.OpenMaya.MAttributePattern,System.UInt32)">
      <summary>
        <para>Inserts the given attribute pattern at the specified index in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">attribute pattern to be inserted </param>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.append(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <summary>
        <para>Appends the given attribute pattern to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">attribute pattern to be appended</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.copy(Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.clear()">
      <summary>
        <para>Clears this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Length of the array becomes zero.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.length">
      <summary>
        <para>Determines the number of elements in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of elements in the array </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeSpecArray">
      <summary>
        <para>An attribute specification array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Array class for <ref>MAttributeSpec</ref>.</para>
        <para>See <ref>MAttributeSpec</ref> for more information. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor(Autodesk.Maya.OpenMaya.MAttributeSpec[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is set to contain no elements. </para>
      </remarks>
      <param name="array">MAttributeSpec[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor(Autodesk.Maya.OpenMaya.MAttributeSpecArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is set to contain no elements. </para>
      </remarks>
      <param name="other">MAttributeSpecArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is set to contain no elements. </para>
      </remarks>
      <param name="initializeSize">UInt32</param>
      <param name="initialValue">MAttributeSpec</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get(Autodesk.Maya.OpenMaya.MAttributeSpec[]&amp;)">
      <param name="outArray">output MAttributeSpec[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.IndexOf(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="item">MAttributeSpec</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="index">Int32</param>
      <param name="item">MAttributeSpec</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Add(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="item">MAttributeSpec</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Contains(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="item">MAttributeSpec</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.CopyTo(Autodesk.Maya.OpenMaya.MAttributeSpec[],System.Int32)">
      <param name="array">MAttributeSpec[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Remove(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="item">MAttributeSpec</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.getCPtr(Autodesk.Maya.OpenMaya.MAttributeSpecArray)">
      <param name="obj">MAttributeSpecArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MAttributeSpec.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="index">Int32</param>
      <param name="value">MAttributeSpec</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.assign(Autodesk.Maya.OpenMaya.MAttributeSpecArray)">
      <param name="other">MAttributeSpecArray</param>
      <returns>Returns a MAttributeSpecArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.set(Autodesk.Maya.OpenMaya.MAttributeSpec,System.UInt32)">
      <summary>
        <para>Sets the value of the specified element to the given attribute spec. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid index </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the specified element </param>
      <param name="index">the index of the element to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.remove(System.UInt32)">
      <summary>
        <para>Removes the element in the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the remove was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> when the specified index is out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the remove failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element to removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.insert(Autodesk.Maya.OpenMaya.MAttributeSpec,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the insert was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the insert failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.append(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the append was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the append failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.copy(Autodesk.Maya.OpenMaya.MAttributeSpecArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.length">
      <summary>
        <para>Returns the number of elements in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the array </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCallbackIdArray">
      <summary>
        <para>Array of MCallbackId data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MCallbackId. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor(Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MCallbackIdArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor(System.UInt32,System.UInt64)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.#ctor(System.UInt64[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">UInt64[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.IndexOf(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Insert(System.Int32,System.UInt64)">
      <param name="index">Int32</param>
      <param name="item">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Add(System.UInt64)">
      <param name="item">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Contains(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.CopyTo(System.UInt64[],System.Int32)">
      <param name="array">UInt64[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Remove(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.getCPtr(Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <param name="obj">MCallbackIdArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.set_Item(System.Int32,System.UInt64)">
      <param name="index">Int32</param>
      <param name="value">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.assign(Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <param name="other">MCallbackIdArray</param>
      <returns>Returns a MCallbackIdArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.set(System.UInt64,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.insert(System.UInt64,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.append(System.UInt64)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.copy(Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get(System.UInt64[])">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copy the elements of the array into the given array of MCallbackIds.</para>
        <para>No checking is done to ensure that the destination C++ array of MCallbackIds is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">UInt64[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MColorArray">
      <summary>
        <para>Array of <ref>MColor</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MColor</ref>'s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(Autodesk.Maya.OpenMaya.MColor[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MColor[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">MColor</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(System.Single[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Single[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(System.Double[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Double[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get(Autodesk.Maya.OpenMaya.MColor[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the C++ array of float arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of float arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MColor[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.IndexOf(Autodesk.Maya.OpenMaya.MColor)">
      <param name="item">MColor</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <param name="index">Int32</param>
      <param name="item">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Add(Autodesk.Maya.OpenMaya.MColor)">
      <param name="item">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Contains(Autodesk.Maya.OpenMaya.MColor)">
      <param name="item">MColor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.CopyTo(Autodesk.Maya.OpenMaya.MColor[],System.Int32)">
      <param name="array">MColor[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Remove(Autodesk.Maya.OpenMaya.MColor)">
      <param name="item">MColor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.getCPtr(Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="obj">MColorArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <param name="index">Int32</param>
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.assign(Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="other">MColorArray</param>
      <returns>Returns a MColorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="r">Single</param>
      <param name="g">Single</param>
      <param name="b">Single</param>
      <param name="a">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(System.UInt32,System.Single,System.Single,System.Single)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="r">Single</param>
      <param name="g">Single</param>
      <param name="b">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(System.Single[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="val">Single[]</param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(System.Single[,],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="elements">Single[,]</param>
      <param name="size">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set(System.Double[,],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="elements">Double[,]</param>
      <param name="size">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.insert(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.append(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.append(System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="r">Single</param>
      <param name="g">Single</param>
      <param name="b">Single</param>
      <param name="a">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.append(System.Single,System.Single,System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="r">Single</param>
      <param name="g">Single</param>
      <param name="b">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.copy(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the length was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagPath">
      <summary>
        <para>DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for obtaining one or all Paths to a specified DAG Node, determining if a Path is valid and if two Paths are equivalent, obtaining the length, transform, and inclusive and exclusive matrices of a Path, as well as performing Path to Path assignment.</para>
        <para>DAG Paths may be used as parameters to some methods in the DAG Node Function Set (<ref>MFnDagNode</ref>).</para>
        <para>It is often useful to combine DAG Paths into DAG Path arrays (<ref>MDagPathArray</ref>).</para>
        <para>Use this DAG Path Class to obtain and query Paths to DAG Nodes. A DAG path is a path from the world node to a particular object in the DAG.</para>
        <para>If a DAG object is instanced, then an <ref>MDagPath</ref> is required to identify a particular instance. DAG paths are also required when doing world space transformations.</para>
        <para>Use this class in conjunction with the DAG Iterator (<ref>MItDag</ref>), DAG Node Function Set (<ref>MFnDagNode</ref>) and DAG Path Array class (<ref>MDagPathArray</ref>) to query and edit the DAG. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path </para>
      </remarks>
      <param name="src">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.InitFromString(System.String)">
      <param name="fullPath">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getCPtr(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="obj">MDagPath</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_NodeLockDAGQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_NodeLockDAGQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_ParentAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_ParentAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_ParentRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_ParentRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_ChildAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_ChildAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_ChildRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_ChildRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_ChildReorderedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_ChildReorderedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_AllDagChangesDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_AllDagChangesDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_InstanceAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_InstanceAddedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_InstanceRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_InstanceRemovedDagPath(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.add_WorldMatrixModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.remove_WorldMatrixModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getAllPathsTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Determines all Paths to the specified DAG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="node">DAG Node for which Paths are determined </param>
      <param name="pathArray">Array containing all DAG Paths to the specified Node (implicit return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getAPathTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Determines the Path to the specified DAG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The Path returned is rooted at the World. If the object is instanced and has multiple paths, then the first one that is found is returned.</para>
      </remarks>
      <param name="node">DAG Node for which Paths are determined </param>
      <param name="path">reference to the path of the specified DAG Node</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.hasFn(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Returns true if the object at the end of this DAG path supports the given function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object at the end of this DAG path is a transform node and has a child that is a shape, then that node will be checked as well. All function sets that take an <ref>MDagPath</ref></para>
        <para>
          <section>
            <para>Boolean value indicating whether the function set is supported</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">function set type to check </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.extendToShape()">
      <summary>
        <para>If the object at the end of this path is a transform and there is a shape node directly beneath it in the hierarchy, then the path is extended to that geometry node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method will fail if there multiple shapes below the transform.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.extendToShapeDirectlyBelow(System.UInt32)">
      <summary>
        <para>This method is used if the end of the path is a transform and there are shapes directly below the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shape to extend to is set by passing in an appropriate index parameter.</para>
        <para>Use the <ref>numberOfShapesDirectlyBelow()</ref> method to determine how many shapes are below</para>
      </remarks>
      <param name="arg0">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.numberOfShapesDirectlyBelow(System.UInt32&amp;)">
      <summary>
        <para>If the object at the end of this path is a transform, this method will return the number of shapes directly below the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.push(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Push an object onto the end of the path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object must be a child of the object that is currently at the end of the path.</para>
      </remarks>
      <param name="child">child object to push onto the path</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.pop(System.UInt32)">
      <summary>
        <para>Pop the given number of objects off of the end of the path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="num">number of objects to pop off of the path</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.pop()">
      <summary>
        <para>Pop the given number of objects off of the end of the path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.child(System.UInt32)">
      <summary>
        <para>Return the child object at the given index, where the parent is the object at the end of the path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the child</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the index is out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="i">UInt32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.assign(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="src">MDagPath</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.equalEqual(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="src">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.set(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Sets this DAG Path equal to the specified DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="src">DAG Path to be copied.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getPath(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32)">
      <summary>
        <para>Return the i'th path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The zero'th path is the top-most path and must be rooted by the world. Additional paths are paths in the underworld of the object at the end of the previous path (path i-1).</para>
      </remarks>
      <param name="path">reference to the destination path </param>
      <param name="i">the index of the path to retrieve</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Return the i'th path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The zero'th path is the top-most path and must be rooted by the world. Additional paths are paths in the underworld of the object at the end of the previous path (path i-1).</para>
      </remarks>
      <param name="path">reference to the destination path </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.getAPathTo(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines the Path to the specified DAG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The Path returned is rooted at the World. If the object is instanced and has multiple paths, then the first one that is found is returned.</para>
      </remarks>
      <param name="node">DAG Node for which Paths are determined </param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_apiType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_isValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_transform()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_childCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_inclusiveMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_exclusiveMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_inclusiveMatrixInverse()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_exclusiveMatrixInverse()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_pathCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_fullPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_partialPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_isInstanced()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_instanceNumber()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_isVisible()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_isTemplated()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_drawOverrideInfo()">
      <returns>Returns a MDAGDrawOverrideInfo.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_displayStatus()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPath.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.apiType">
      <summary>
        <para>Returns the type of the object at the end of the path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of the object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.isValid">
      <summary>
        <para>Determines if Path is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if valid</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.node">
      <summary>
        <para>Retrieves the DAG Node for this DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>DAG Node for this DAG Path</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object or no node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.transform">
      <summary>
        <para>Retrieves the lowest Transform in the DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Lowest Transform for this DAG Path</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> This object has no transform (i.e. this is the world node) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.length">
      <summary>
        <para>Determines the number of DAG Nodes in the Path not including the root. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of DAG Nodes not including the root</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.childCount">
      <summary>
        <para>Return the number of children that the object at the end of the path has. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of children</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.inclusiveMatrix">
      <summary>
        <para>Determines the inclusive matrix of the Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix for all Transforms in the Path including the the end Node in the Path if it is a Transform</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid or it has a null path </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.exclusiveMatrix">
      <summary>
        <para>Determines the exclusive matrix of the Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix for all transforms in the Path excluding the end Node in the Path if it is Transform</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.inclusiveMatrixInverse">
      <summary>
        <para>Determines the inverse inclusive matrix of the Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverse of the matrix for all Transforms in the Path including the end Node in the Path if it is a Transform</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.exclusiveMatrixInverse">
      <summary>
        <para>Determines the inverse exclusive matrix of the Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverse of the matrix for all transforms in the Path excluding the end Node in the Path if it is Transform</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.pathCount">
      <summary>
        <para>Return the number of paths which make up this path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The path count</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.fullPathName">
      <summary>
        <para>Return a string representing the full path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The full path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.partialPathName">
      <summary>
        <para>Return a string representing the partial path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The partial path is the minimum path that is still unique. This string may contain wildcards.</para>
        <para>
          <section>
            <para>The partial path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.isInstanced">
      <summary>
        <para>Returns true if the object at the end of the DAG path is instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is instanced if there is more than one path to the node from the top of the DAG. Each instance of the node will be drawn separately in the view, but the geometry will be shared.</para>
        <para>
          <section>
            <para>True if the DAG node at the end of the path is instanced</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.instanceNumber">
      <summary>
        <para>For an instanced object, this returns the instance number that this path represents in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance number can be used to determine which element of the world space array attributes of a DAG node to connect to get information regarding this instance.</para>
        <para>
          <section>
            <para>The instance number represented by this path</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.isVisible">
      <summary>
        <para>Returns true if the DAG Node at the end of the path is visible to the viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does not account for any viewport specific filtering.</para>
        <para>If the object is not in the current render layer then it is not visible.</para>
        <para>If the value of the visibility attribute is false for any DAG Node along the path, the object is invisible. Also, the object is invisible if it or its ancestor is in an invisible display layer. Additionally, intermediate objects are considered invisible as are objects which have the display geometry flag toggled to off (see the 'toggle' command).</para>
        <para>
          <section>
            <para>True if the DAG node at the end of the path is visible</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.isTemplated">
      <summary>
        <para>Returns true if the DAG Node at the end of the path is templated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the value of the template attribute is true for any DAG Node along the path, this method will return true. If the display override for any DAG node along the path is template, this method will return true. Finally, this method will return true if any DAG node along the path is in a templated display layer.</para>
        <para>
          <section>
            <para>True if the DAG node at the end of the path is templated</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.drawOverrideInfo" />
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.displayStatus" />
    <member name="P:Autodesk.Maya.OpenMaya.MDagPath.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagPathArray">
      <summary>
        <para>Indexable Array of DAG Paths. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for manipulating arrays of DAG Paths.</para>
        <para>Arrays of DAG Paths are useful for storing and manipluating multiple Paths to a particular DAG Node. The DAG Path method <ref>MDagPath::getAllPathsTo()</ref> and DAG Node Function Set method <ref>MFnDagNode::getAllPaths()</ref> implicitly return an array of DAG Paths.</para>
        <para>These arrays may also be used to manage Paths for a number of different Nodes.</para>
        <para>DAG Path arrays are used in conjunction with DAG Paths (<ref>MDagPath</ref>) and individual elements of the arrays can be parameters to some methods of the DAG Node Function Set (<ref>MFnDagNode</ref>).</para>
        <para>Use this DAG Path Array Class to create and manipulate arrays of DAG Paths, for either a particular DAG Node or a number of different DAG Nodes.</para>
        <para>The length of the array adjusts automatically. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor(Autodesk.Maya.OpenMaya.MDagPath[])">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path Array </para>
      </remarks>
      <param name="array">MDagPath[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path Array </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path Array </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path Array </para>
      </remarks>
      <param name="other">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Path Array </para>
      </remarks>
      <param name="initializeSize">UInt32</param>
      <param name="initialValue">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get(Autodesk.Maya.OpenMaya.MDagPath[]&amp;)">
      <param name="outArray">output MDagPath[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.IndexOf(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="item">MDagPath</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="index">Int32</param>
      <param name="item">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Add(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="item">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Contains(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="item">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.CopyTo(Autodesk.Maya.OpenMaya.MDagPath[],System.Int32)">
      <param name="array">MDagPath[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Remove(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="item">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.getCPtr(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <param name="obj">MDagPathArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="index">Int32</param>
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.assign(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <param name="other">MDagPathArray</param>
      <returns>Returns a MDagPathArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.set(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32)">
      <summary>
        <para>Sets an element of the array to the given DAG path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">New DAG path to be set on the indicated element </param>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.remove(System.UInt32)">
      <summary>
        <para>Removes the DAG Path which is at the specified index in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.insert(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32)">
      <summary>
        <para>Inserts the given DAG Path at the specified index in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">DAG Path to be inserted </param>
      <param name="index">Zero-based index to the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.append(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Appends the given DAG Path to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="element">DAG Path to be appended</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.copy(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.clear()">
      <summary>
        <para>Clears this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Length of the array becomes zero.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> on success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.length">
      <summary>
        <para>Determines the number of elements in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of elements in the array </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDoubleArray">
      <summary>
        <para>Array of doubles data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of doubles. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures.</para>
        <para>Methods that query the array are threadsafe. Writing to different array elements at the same time with the <ref>set()</ref> method is threadsafe. Methods that modify the array length, namely <ref>append()</ref>, <ref>insert()</ref>, <ref>remove()</ref> and <ref>setLength()</ref> are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(System.Double[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(System.Single[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(System.UInt32,System.Double)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.IndexOf(System.Double)">
      <param name="item">Double</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Insert(System.Int32,System.Double)">
      <param name="index">Int32</param>
      <param name="item">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Add(System.Double)">
      <param name="item">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Contains(System.Double)">
      <param name="item">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.CopyTo(System.Double[],System.Int32)">
      <param name="array">Double[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Remove(System.Double)">
      <param name="item">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.getCPtr(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <param name="obj">MDoubleArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.set_Item(System.Int32,System.Double)">
      <param name="index">Int32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.assign(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <param name="other">MDoubleArray</param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.set(System.Double,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated double value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.set(System.Single,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated double value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.insert(System.Double,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.append(System.Double)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.copy(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get(System.Double[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of doubles is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output Double[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get(System.Single[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of doubles is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output Single[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MEvent">
      <summary>
        <para>System event information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MEvent</ref> class is used for querying system events such as mouse presses.</para>
        <para>Events are handled by an <ref>MPxContext</ref> derived class in which MEvents are passed and can be accessed.</para>
        <para>Since Maya has default actions for several events, only a subset are avalaible through the API. The events that can be accessed are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>buttonPress</b> - mouse button press event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>buttonRelease</b> - mouse buttons release event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>mouseDrag</b> - mouse button drag event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>hold</b> - mouse button hold event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>deleteEvent</b> - delete/backspace key event </para>
            </item>
            <item>
              <para>
                <b>commandCompletion</b> - complete key event</para>
            </item>
          </list>
Several modifiers for events are also accessible through the API. Modifiers are actions that occur during an event. For example, holding down the shift key while pressing a mouse button causes a button press event to occur with a shift modifier.</para>
        <para>A modifier can be used to determine if two mouse events occur simulaneously. The second mouse event is registered as a modifier in the hold event of the first mouse button. So if you wanted to determine if both the left and middle buttons are pressed then you would query the modifier in the hold event of the first mouse button using the <ref>isModifierMiddleMouseButton()</ref> and <ref>isModifierLeftMouseButton()</ref> methods. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.getCPtr(Autodesk.Maya.OpenMayaUI.MEvent)">
      <param name="obj">MEvent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.getPosition(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>Get the location of the event in view co-ordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The origin is at the lower left corner of the window.</para>
      </remarks>
      <param name="x_pos">storage for horizonal position </param>
      <param name="y_pos">storage for vertical position</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.setPosition(System.Int16,System.Int16)">
      <summary>
        <para>set the location of the event to the specified location. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The origin is at the lower left corner of the window.</para>
      </remarks>
      <param name="x_pos">horizonal position to set </param>
      <param name="y_pos">vertical position to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.getWindowPosition(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>This routine is used by responders to query the position of the pointer when the event occurred. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is given in screen co-ordinates.</para>
        <para>The origin is at the upper left corner of the window.</para>
      </remarks>
      <param name="x_pos">storage for horizonal position </param>
      <param name="y_pos">storage for vertical position</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.setModifiers(Autodesk.Maya.OpenMayaUI.MEvent+ModifierType)">
      <summary>
        <para>set the event modifiers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="modType">Type of modifier to set to.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_mouseButton()">
      <returns>Returns a MouseButtonType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierKeyRelease()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_modifiers()">
      <returns>Returns a ModifierType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierNone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierShift()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierControl()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierLeftMouseButton()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_isModifierMiddleMouseButton()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MEvent.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.mouseButton">
      <summary>
        <para>Get the mouse button of the last event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Mouse button from last event.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierKeyRelease">
      <summary>
        <para>Was a modifier key released. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> A modifier key was released. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> No modifier key was released.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.modifiers">
      <summary>
        <para>This routine is used by responders to find the state of the modifiers during the event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Modifier type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>set the event modifiers. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierNone">
      <summary>
        <para>Determines if there are any modifiers for this event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> There are modifiers for this event. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> There are NO modifiers for this event.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierShift">
      <summary>
        <para>return state of shift key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Shift key triggered this event. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The shift key did not cause this event.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierControl">
      <summary>
        <para>return state of control key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Control key triggered this event. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The control key did not cause this event.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierLeftMouseButton">
      <summary>
        <para>Return the state of the left mouse button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid when called in the hold event for another mouse press.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Left mouse button triggered this event. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The left moust button did not cause this event.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.isModifierMiddleMouseButton">
      <summary>
        <para>Return the state of the middle mouse button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid when called in the hold event for another mouse press.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Middle mouse button triggered this event. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The middle moust button did not cause this event.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MEvent.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType">
      <summary>
        <para>Modifier key types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType.shiftKey">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType.controlKey">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType">
      <summary>
        <para>Mouse button types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType.kLeftMouse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType.kMiddleMouse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType">
      <summary>
        <para>Modifier key types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType.shiftKey">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.ModifierType.controlKey">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType">
      <summary>
        <para>Mouse button types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType.kLeftMouse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MEvent.MouseButtonType.kMiddleMouse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMessage">
      <summary>
        <para>Message base class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for message callbacks. This base class allows the user to remove a message callback. To register a callback, the user must use the addCallback methods in the message classes which inherit from this base class.</para>
        <para>When a callback is added a number or id is returned. This id is used to keep track of the callback and is necessary for removing it. A callback id with the value 'NULL' represents an invalid callback. Use the removeCallback member function of this class for removing a callback.</para>
        <para>It is the user's responsibility to keep track of the callback id's and remove all callbacks for a plug-in when it is unloaded.</para>
        <para>
          <b>Callbacks During File Read</b>
        </para>
        <para>Care must be taken when a callback executes while Maya is reading a scene file as the scene may be temporarily in an inconsistent state, which could give incorrect results.</para>
        <para>For example, consider a scene which has two nodes, X and Y, with a connection from <em>X.out</em> to <em>Y.in</em>. A "node added" message (see <ref>MDGMessage::addNodeAddedCallback</ref>) will be sent out for Y as soon as it is added to the scene, but before the connection has been made to <em>Y.in</em>. If a callback were to read the value of <em>Y.in</em> at this point it would get the wrong result.</para>
        <para>The difficulties are compounded by the fact that Maya's normal Dependency Graph evaluation and dirty propagation mechanisms are disabled during a file read. In our example above, retrieving the value of <em>Y.in</em> will mark the plug as clean. When the connection is from <em>X.out</em> is subsequently made, Y.in won't be marked dirty because dirty propagation is disabled. As a result, when the file read has completed and Maya draws the new scene, <em>Y.in</em> will not be re-evaluated which may produce an error in the draw.</para>
        <para>For these reasons, callbacks should avoid querying or modifying the DG in any way during file read. They should not add or remove nodes, make or break connections, change parenting, set or retrieve plug values, etc. Even something as innocuous as a call to <ref>MFnDagNode::isIntermediateObject</ref> may cause problems since it queries the value of the node's <em>intermediateObject</em> plug. All such actions should be postponed until the file read has completed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.getCPtr(Autodesk.Maya.OpenMaya.MMessage)">
      <param name="obj">MMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.removeCallback(System.UInt64)">
      <summary>
        <para>Remove the specified callback from maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method must be called for all callbacks registered by a plug-in before that plug-in is unloaded.</para>
      </remarks>
      <param name="id">identifier of callback to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.removeCallbacks(Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <summary>
        <para>Remove all of the specified callbacks from maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method must be called for all callbacks registered by a plug-in before that plug-in is unloaded.</para>
      </remarks>
      <param name="ids">MCallbackIdArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.currentCallbackId()">
      <summary>
        <para>Return the callback ID of the currently executing callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If called outside of a callback, an invalid MCallbackId and failed status will be returned.</para>
        <para>
          <section>
            <para>Callback ID of currently executing callback</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The callbackId was successfully retrieved. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method was executed outside of a user callback. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.nodeCallbacks(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <summary>
        <para>Returns a list of callback IDs associated registered to a given node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="node">Node to query for callbacks. </param>
      <param name="ids">MCallbackId array to store the list of callback IDs.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.setRegisteringCallableScript()">
      <summary>
        <para>Mark this <ref>MMessage</ref> object as one that will be passed callbacks defined in script. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.removeCallbacks(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Remove all of the specified callbacks from maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method must be called for all callbacks registered by a plug-in before that plug-in is unloaded.</para>
      </remarks>
      <param name="ids">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.nodeCallbacks(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Returns a list of callback IDs associated registered to a given node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="node">Node to query for callbacks. </param>
      <param name="ids">MCallbackId array to store the list of callback IDs.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.get_registeringCallableScript()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMessage.registeringCallableScript">
      <summary>
        <para>Return true if this <ref>MMessage</ref> object has its callbacks defined in script. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Mark this <ref>MMessage</ref> object as one that will be passed callbacks defined in script. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MEventMessage">
      <summary>
        <para>Event messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for specific events.</para>
        <para>The first parameter passed to the add callback method is the name of the event that will trigger the callback. The list of available event names can be retrieved by calling the getEventNames method or by using the -listEvents flag on the <a href="../Commands/scriptJob.html">scriptJob</a> command.</para>
        <para>The add callback method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>.</para>
        <para>All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.get_eventNames()">
      <returns>Returns a String[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.getCPtr(Autodesk.Maya.OpenMaya.MEventMessage)">
      <param name="obj">MEventMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.getEventNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method returns the list of available event names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error retrieving event names </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="names">set to the array of available event names.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEventMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEventMessage.eventNames">
      <summary>
        <para>This method returns the list of available event names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error retrieving event names </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEventMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEventMessage.Event" />
    <member name="T:Autodesk.Maya.OpenMaya.MFloatArray">
      <summary>
        <para>Array of floats data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of floats. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures.</para>
        <para>Methods that query the array are threadsafe. Writing to different array elements at the same time with the <ref>set()</ref> method is threadsafe. Methods that modify the array length, namely <ref>append()</ref>, <ref>insert()</ref>, <ref>remove()</ref> and <ref>setLength()</ref> are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(System.Single[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(System.Double[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(System.UInt32,System.Single)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.IndexOf(System.Single)">
      <param name="item">Single</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Insert(System.Int32,System.Single)">
      <param name="index">Int32</param>
      <param name="item">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Add(System.Single)">
      <param name="item">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Contains(System.Single)">
      <param name="item">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.CopyTo(System.Single[],System.Int32)">
      <param name="array">Single[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Remove(System.Single)">
      <param name="item">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.getCPtr(Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="obj">MFloatArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.set_Item(System.Int32,System.Single)">
      <param name="index">Int32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.assign(Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="other">MFloatArray</param>
      <returns>Returns a MFloatArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.set(System.Single,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated float value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.set(System.Double,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated float value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.insert(System.Single,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.append(System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.copy(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get(System.Single[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of floats is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output Single[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get(System.Double[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of floats is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output Double[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatMatrix">
      <summary>
        <para>A matrix math class for 4x4 matrices of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to Maya's internal matrix math library allowing matrices to be handled easily, and in a manner compatible with internal Maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Double[])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Single[])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor()">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="src">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Double[,])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Double[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Single[,])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Single[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.new_MFloatMatrix_from_double_array(System.Double[])">
      <param name="jarg1">Double[]</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.new_MFloatMatrix_from_float_array(System.Single[])">
      <param name="jarg1">Single[]</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.getCPtr(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="obj">MFloatMatrix</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_Item(System.UInt32,System.UInt32)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.set_Item(System.UInt32,System.UInt32,System.Single)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.assign(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.functor(System.UInt32,System.UInt32)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get(System.Double[,])">
      <summary>
        <para>Fill a 4x4 matrix of doubles with the elements from the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if successful and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="dest">the 4x4 matrix of doubles to populate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get(System.Single[,])">
      <summary>
        <para>Fill a 4x4 matrix of doubles with the elements from the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if successful and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="dest">the 4x4 matrix of doubles to populate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.setToIdentity()">
      <summary>
        <para>Set this instance to the 4x4 identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to this matrix. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.setToProduct(Autodesk.Maya.OpenMaya.MFloatMatrix,Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>Set this instance to the inner product of the two argument matrices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the result. </para>
          </section>
        </para>
      </remarks>
      <param name="left">The left hand matrix for the operation </param>
      <param name="right">The right hand matrix for the operation </param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.plusEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.plus(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.minusEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.minus(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.multiplyEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.multiply(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.multiplyEqual(System.Single)">
      <param name="arg0">Single</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.multiply(System.Single)">
      <param name="arg0">Single</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.equalEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="other">MFloatMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.notEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="other">MFloatMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MFloatMatrix,System.Single)">
      <summary>
        <para>Determine if the given matrix is equivalent to this instance within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrices are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the matrix to compare to </param>
      <param name="tolerance">the tolerance to use during the comparison</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>Determine if the given matrix is equivalent to this instance within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrices are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the matrix to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.set_matrix(System.Single[,])">
      <param name="value">Single[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_matrix()">
      <returns>Returns a Single[,].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_transpose()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_inverse()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_adjoint()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_homogenize()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_det4x4()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_det3x3()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.matrix">
      <summary>
        <para>the matrix data </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.transpose">
      <summary>
        <para>Compute and return the transpose of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transposed matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.inverse">
      <summary>
        <para>Compute and return the inverse of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverted matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.adjoint">
      <summary>
        <para>Compute and return the adjoint of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The adjoint of this matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.homogenize">
      <summary>
        <para>Compute and return a homogenized version of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The homogenized matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.det4x4">
      <summary>
        <para>Compute and return the determinant of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The determinant </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.det3x3">
      <summary>
        <para>Compute and return the determinant of the upper left 3x3 submatrix of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The determinant </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatPointArray">
      <summary>
        <para>Array of <ref>MFloatPoint</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MFloatPoints. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MFloatPoint[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MFloatPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">MFloatPoint</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(System.Single[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">Single[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(System.Double[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">Double[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get(Autodesk.Maya.OpenMaya.MFloatPoint[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the C++ array of float arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of float arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MFloatPoint[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.IndexOf(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="item">MFloatPoint</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="index">Int32</param>
      <param name="item">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Add(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="item">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Contains(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="item">MFloatPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.CopyTo(Autodesk.Maya.OpenMaya.MFloatPoint[],System.Int32)">
      <param name="array">MFloatPoint[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Remove(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="item">MFloatPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.getCPtr(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <param name="obj">MFloatPointArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="index">Int32</param>
      <param name="value">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.assign(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <param name="other">MFloatPointArray</param>
      <returns>Returns a MFloatPointArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(Autodesk.Maya.OpenMaya.MFloatPoint,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Single</param>
      <param name="y">Single</param>
      <param name="z">Single</param>
      <param name="w">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(System.UInt32,System.Single,System.Single,System.Single)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Single</param>
      <param name="y">Single</param>
      <param name="z">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(System.UInt32,System.Single,System.Single)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Single</param>
      <param name="y">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(System.Single[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set(System.Double[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.insert(Autodesk.Maya.OpenMaya.MFloatPoint,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.append(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.append(System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Single</param>
      <param name="y">Single</param>
      <param name="z">Single</param>
      <param name="w">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.append(System.Single,System.Single,System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Single</param>
      <param name="y">Single</param>
      <param name="z">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.append(System.Single,System.Single)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Single</param>
      <param name="y">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.copy(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get(System.Single[,])">
      <summary>
        <para>Copy the elements of the array into the C++ array of float arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of float arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Single[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get(System.Double[,])">
      <summary>
        <para>Copy the elements of the array into the C++ array of float arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of float arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Double[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatVectorArray">
      <summary>
        <para>Array of MFloatVectors data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MFloatVectors. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(Autodesk.Maya.OpenMaya.MFloatVector[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MFloatVector[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MFloatVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(Autodesk.Maya.OpenMaya.MFloatVector,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">MFloatVector</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(System.Double[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">Double[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(System.Single[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">Single[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get(Autodesk.Maya.OpenMaya.MFloatVector[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of double arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of double arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MFloatVector[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.IndexOf(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="item">MFloatVector</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="index">Int32</param>
      <param name="item">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Add(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="item">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Contains(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="item">MFloatVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.CopyTo(Autodesk.Maya.OpenMaya.MFloatVector[],System.Int32)">
      <param name="array">MFloatVector[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Remove(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="item">MFloatVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.getCPtr(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <param name="obj">MFloatVectorArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="index">Int32</param>
      <param name="value">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.assign(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <param name="other">MFloatVectorArray</param>
      <returns>Returns a MFloatVectorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set(Autodesk.Maya.OpenMaya.MFloatVector,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MFloatVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set(System.Double[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MFloatVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set(System.Single[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MFloatVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.insert(Autodesk.Maya.OpenMaya.MFloatVector,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.append(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.copy(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode">
      <summary>
        <para>Dependency node function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnDependencyNode</ref> allows the creation and manipulation of dependency graph nodes. Traversal of the dependency graph is possible using the getConnections method.</para>
        <para>This function set does not support creation or removal of connections. <ref>MDGModifier</ref> should be used for that purpose. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getCPtr(Autodesk.Maya.OpenMaya.MFnDependencyNode)">
      <param name="obj">MFnDependencyNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_metadata()">
      <returns>Returns a Associations.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.set_metadata(Autodesk.Maya.MetaData.Associations)">
      <param name="value">Associations</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDependencyNode</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDependencyNode". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.create(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Creates a new dependency node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the dependency graph.</para>
        <para>If the node is a DAG node, it will be parented to a transform.</para>
        <para>The initial name for the node will be the node's "typeName" followed by a number to make the instance unique. For example, the first transform node created will be named "transform1".</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.create(Autodesk.Maya.OpenMaya.MTypeId,System.String)">
      <summary>
        <para>Creates a new dependency node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the dependency graph.</para>
        <para>If the node is a DAG node, it will be parented to a transform.</para>
        <para>The initial name for the node will be the node's "typeName" followed by a number to make the instance unique. For example, the first transform node created will be named "transform1".</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of node to be created </param>
      <param name="name">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.create(System.String)">
      <summary>
        <para>Creates a new dependency node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the dependency graph.</para>
        <para>If the node is a DAG node, it will be parented to a transform.</para>
        <para>The initial name for the node will be the node's "typeName" followed by a number to make the instance unique. For example, the first transform node created will be named "transform1".</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.create(System.String,System.String)">
      <summary>
        <para>Creates a new dependency node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the dependency graph.</para>
        <para>If the node is a DAG node, it will be parented to a transform.</para>
        <para>The initial name for the node will be the node's "typeName" followed by a number to make the instance unique. For example, the first transform node created will be named "transform1".</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <param name="name">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setName(System.String,System.Boolean)">
      <summary>
        <para>Sets the name of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the new name conflicts with the name of an existing node then the object will be given a unique name based on the supplied name. If the new name ends in a single '#' it will be replaced with a number that ensures the new name is unique.</para>
        <para>The name can also have a namespace path, for example "ns:ball". If the namespace already exists, the object will be be moved into that namespace (in addition to being renamed). If the namespace does not exist then the 'createNamespace' parameter will determine how to handle it. If the parameter is true then the namespace will be created (under the root if the namespace name is absolute, or under the current namespace if not) and the object will be moved into the new namespace. If the parameter is false then the object will be moved into the current namespace.</para>
        <para>When a transform is renamed, any shape nodes beneath the transform that have the same prefix as the old transform name are also renamed. For example, "rename nurbsSphere1 ball" would rename "nurbsSphere1|nurbsSphereShape1" to "ball|ballShape".</para>
        <para>The unique name set for the node is returned.</para>
        <para>Note that if the object to which the functionset is attached is data rather than a node (ie. the object was created by one of the MFn*Data function sets, or was passed to an <ref>MPxNode::compute</ref> function in a data block) then the <em>setName</em> method will not work.</para>
        <para>
          <section>
            <para>The new name of the node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> name is the empty string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the new name for the node </param>
      <param name="createNamespace">determine whether or not to create a new namespace when the given name includes a namespace which does not exist. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setName(System.String)">
      <summary>
        <para>Sets the name of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the new name conflicts with the name of an existing node then the object will be given a unique name based on the supplied name. If the new name ends in a single '#' it will be replaced with a number that ensures the new name is unique.</para>
        <para>The name can also have a namespace path, for example "ns:ball". If the namespace already exists, the object will be be moved into that namespace (in addition to being renamed). If the namespace does not exist then the 'createNamespace' parameter will determine how to handle it. If the parameter is true then the namespace will be created (under the root if the namespace name is absolute, or under the current namespace if not) and the object will be moved into the new namespace. If the parameter is false then the object will be moved into the current namespace.</para>
        <para>When a transform is renamed, any shape nodes beneath the transform that have the same prefix as the old transform name are also renamed. For example, "rename nurbsSphere1 ball" would rename "nurbsSphere1|nurbsSphereShape1" to "ball|ballShape".</para>
        <para>The unique name set for the node is returned.</para>
        <para>Note that if the object to which the functionset is attached is data rather than a node (ie. the object was created by one of the MFn*Data function sets, or was passed to an <ref>MPxNode::compute</ref> function in a data block) then the <em>setName</em> method will not work.</para>
        <para>
          <section>
            <para>The new name of the node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> name is the empty string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the new name for the node </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getConnections(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Get all of the current connections to this node as an array of plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="array">storage for the array of plugs</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.attribute(System.UInt32)">
      <summary>
        <para>Finds the attribute of this node at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Index order is based on the order in which the attributes were added to the node.</para>
        <para>
          <section>
            <para>A pointer to the attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.reorderedAttribute(System.UInt32)">
      <summary>
        <para>Some nodes, such as the various animCurve nodes, require that their attributes be set in a specific order for proper operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Usually this ordering is only important when the node is being created during file I/O.</para>
        <para>The attribute(index) method above returns the attributes according to the order in which they were originally added to the node.</para>
        <para>This method returns the attributes according to the reordering, if any, which is required by the node.</para>
        <para>
          <section>
            <para>A pointer to the attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the reordered index of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.attribute(System.String)">
      <summary>
        <para>Finds the attribute of this node at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Index order is based on the order in which the attributes were added to the node.</para>
        <para>
          <section>
            <para>A pointer to the attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.attributeClass(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns the class (normal, dynamic, extension) of the specified attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The class of the attribute. If the node does not have the specified attribute, then kInvalidAttr is returned as the class.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">MObject</param>
      <returns>Returns a MAttrClass.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getAffectedAttributes(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns an array of attributes that are affected by the attribute passed in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is, when the given attribute, <em>attr</em> is marked dirty (changed) all the <em>affectedAttributes</em> attributes will also be marked dirty. For nodes defined in plug-ins this call returns all those attributes that were marked as being affected by the given one via the <em><ref>MPxNode::attributeAffects</ref></em> call.</para>
        <para>It should be noted that dynamic attributes cannot be handled by this method. This is because the attribute affects dependencies are statically defined when the node is created. An alternate approach which works for dynamic as well as non-dynamic attributes is available through <em><ref>MPxNode::setDependentsDirty</ref></em> override.</para>
      </remarks>
      <param name="attr">the attribute to check </param>
      <param name="affectedAttributes">an array of attributes affected by attr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getAffectedByAttributes(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns an array of attributes that affect the attribute passed in, <em>attr</em>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is, when one of the attributes in <em>affectedByAttributes</em> is marked dirty (changed) then <em>attr</em> will also be marked dirty. For nodes defined in plug-ins this call returns all those attributes that were marked as affecting the given one via the <em><ref>MPxNode::attributeAffects</ref></em> call.</para>
        <para>It should be noted that dynamic attributes cannot be handled by this method. This is because the attribute affects dependencies are statically defined when the node is created. An alternate approach which works for dynamic as well as non-dynamic attributes is available through <em><ref>MPxNode::setDependentsDirty</ref></em> override.</para>
      </remarks>
      <param name="attr">the attribute to check </param>
      <param name="affectedByAttributes">an array of attributes affected by attr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.findPlug(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Attempt to find a plug for the given attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will first try to find the networked version of the plug if requested. The networked version of a plug is one that currently exists in the dependency graph at a particular connection point. If a networked version is not found, then a standard non-networked plug is returned.</para>
        <para>A non-networked plug is not actually used by the dependency graph, but is used to represent the same connections. Every time an operation is performed on a non-networked plug, a search is made for the networked version of the plug.</para>
        <para>Networked and non-networked plugs behave the same, but networked plugs are much more efficient if used for multiple operations.</para>
        <para>Networked plugs should be avoided if you will be deleting connections to the plug.</para>
        <para>
          <section>
            <para>The plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the plug could not be found </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">attribute whose plug we wish to find </param>
      <param name="wantNetworkedPlug">if true, request a networked plug if it is available </param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.findPlug(System.String,System.Boolean)">
      <summary>
        <para>Attempt to find a plug for the given attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will first try to find the networked version of the plug if requested. The networked version of a plug is one that currently exists in the dependency graph at a particular connection point. If a networked version is not found, then a standard non-networked plug is returned.</para>
        <para>A non-networked plug is not actually used by the dependency graph, but is used to represent the same connections. Every time an operation is performed on a non-networked plug, a search is made for the networked version of the plug.</para>
        <para>Networked and non-networked plugs behave the same, but networked plugs are much more efficient if used for multiple operations.</para>
        <para>Networked plugs should be avoided if you will be deleting connections to the plug.</para>
        <para>
          <section>
            <para>The plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the plug could not be found </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <param name="wantNetworkedPlug">if true, request a networked plug if it is available </param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.findPlug(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attempt to find a plug for the given attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will first try to find the networked version of the plug if requested. The networked version of a plug is one that currently exists in the dependency graph at a particular connection point. If a networked version is not found, then a standard non-networked plug is returned.</para>
        <para>A non-networked plug is not actually used by the dependency graph, but is used to represent the same connections. Every time an operation is performed on a non-networked plug, a search is made for the networked version of the plug.</para>
        <para>Networked and non-networked plugs behave the same, but networked plugs are much more efficient if used for multiple operations.</para>
        <para>Networked plugs should be avoided if you will be deleting connections to the plug.</para>
        <para>
          <section>
            <para>The plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the plug could not be found </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">attribute whose plug we wish to find </param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.findPlug(System.String)">
      <summary>
        <para>Attempt to find a plug for the given attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will first try to find the networked version of the plug if requested. The networked version of a plug is one that currently exists in the dependency graph at a particular connection point. If a networked version is not found, then a standard non-networked plug is returned.</para>
        <para>A non-networked plug is not actually used by the dependency graph, but is used to represent the same connections. Every time an operation is performed on a non-networked plug, a search is made for the networked version of the plug.</para>
        <para>Networked and non-networked plugs behave the same, but networked plugs are much more efficient if used for multiple operations.</para>
        <para>Networked plugs should be avoided if you will be deleting connections to the plug.</para>
        <para>
          <section>
            <para>The plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the plug could not be found </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.addAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new dynamic attibute to this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="attr">new attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.removeAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove a dynamic attribute from a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it will have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced no longer exists. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
      </remarks>
      <param name="attr">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.classification(System.String)">
      <summary>
        <para>Retrieves the <em>classification string</em> for a node type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a string that is used in dependency nodes that are also shaders to provide more detailed <em>type</em> information to the rendering system. See the documentation for the MEL commands <em>getClassification</em> and <em>listNodeTypes</em> for information on the strings that can be provided.</para>
        <para>User-defined nodes set this value through a parameter to <ref>MFnPlugin::registerNode</ref>.</para>
        <para>
          <section>
            <para>The classification string. If the node does not have an associated classification, an empty string will be returned. </para>
          </section>
        </para>
      </remarks>
      <param name="nodeTypeName">The name of the node for which a classification should be retrieved. Since this is a static method, the typeName method of this class can be used for this parameter if it is desired to get the classification for the attached node.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.isNewAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Indicates whether or not the specified attribute was added to this node within the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For nodes from referenced files, this method will only return true if the attribute was added to the node after the reference file was loaded into the scene.</para>
        <para>For all other nodes, this method will return true if the attribute is dynamic (i.e. not one of the node's original, permanent attributes).</para>
        <para>
          <section>
            <para>
              <b>true</b> if the attribute was added within the current scene, <b>false</b> if the attribute is permanent or was added within a referenced file.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> no such attribute on this node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">Attribute to check. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.allocateFlag(System.String)">
      <summary>
        <para>Allocates a node flag for sole use by the caller. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the flag is not specific to any one node but is made available to the caller on all nodes. Furthermore, node flags only persist for the duration of the current Maya session: they are not saved with the scene.</para>
        <para>
          <b>deallocateFlag</b> must be called when a flag is no longer needed.</para>
        <para>There are a total of just 8 flags available, so plugins should strive not to hold onto flags for extended periods of time as that might interfere with the needs of other plugins.</para>
        <para>When a plugin is unloaded, <b>deallocateAllFlags</b> is automatically invoked to free up any node flags still held by the plugin.</para>
        <para>
          <section>
            <para>The newly-allocated flag.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kNotFound</ref>
                    </b> No unallocated flags are available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The specified plugin is not loaded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pluginName">The name of the plugin which is allocating the flag. A plugin's name can be retrieved by calling MFnPlugin::name() within its initializePlugin() or uninitializePlugin() functions.</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.deallocateFlag(System.String,System.UInt32)">
      <summary>
        <para>Deallocates a node <em>flag</em> which was previously allocated by a call to <b>allocateFlag</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The flag subsequently becomes available for reallocation and use by someone else.</para>
      </remarks>
      <param name="pluginName">The name of the plugin which allocated the flag. A plugin's name can be retrieved by calling MFnPlugin::name() within its initializePlugin() or uninitializePlugin() functions.</param>
      <param name="flag">Flag to deallocate.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.deallocateAllFlags(System.String)">
      <summary>
        <para>Deallocates all of the node flags which are currently allocated to the specified plugin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The deallocated flags immediately become available for use by any plugin.</para>
      </remarks>
      <param name="pluginName">The name of the plugin whose flags are to be deallocated. A plugin's name can be retrieved by calling MFnPlugin::name() within its initializePlugin() or uninitializePlugin() functions.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setFlag(System.UInt32,System.Boolean)">
      <summary>
        <para>Sets the <em>state</em> of the specified <em>flag</em> for the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The flag number must have been previously obtained through a call to <b>allocateFlag</b>.</para>
      </remarks>
      <param name="flag">flag to set </param>
      <param name="state">new state to which the flag will be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.isFlagSet(System.UInt32)">
      <summary>
        <para>Retrieves the current state of the specified <em>flag</em> for a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The flag must have been previously obtained through a call to <b>allocateFlag</b>.</para>
        <para>
          <section>
            <para>Current state of the flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> flag number is out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kNotFound</ref>
                    </b> flag has not been properly allocated </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">number of the flag to retrieve. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setDoNotWrite(System.Boolean)">
      <summary>
        <para>Use this method to mark the "do not write" state of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If set, this node will not be saved when the Maya model is written out.</para>
        <para>NOTES:<list type="number"><item><para>If this node is a DAG and has a parent or children, the "do not write" flag of the parent or children will not be set. It is the developer's responsibility to ensure that the resulting scene file is capable of being read in without errors due to unwritten nodes.</para></item></list></para>
        <para />
      </remarks>
      <param name="flag">True if the node should not be saved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.hasAttribute(System.String)">
      <summary>
        <para>Returns true if the node already has an attribute with the given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node has attribute, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getAliasAttr(System.Boolean)">
      <summary>
        <para>Returns the node's alias attribute, which is a special attribute used to store information about the node's attribute aliases. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the node doesn't have an alias attribute and the 'force' parameter is true, then an alias attribute will be created and returned, otherwise <ref>MObject::kNullObj</ref> will be returned.</para>
        <para>
          <section>
            <para>The <ref>MObject</ref> corresponding to the alias attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="force">To indicate whether the alias attr should be created. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setAlias(System.String,System.String,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>Sets or removes an alias (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>an alternative name) for an attribute.</para>
        <para>A node can have at most one alias per attribute, so if there is already an alias on the specified attribute it will be replaced by the new one.</para>
        <para>
          <section>
            <para>True on success, false on failure. If the ReturnStatus indicates success then false means either that the alias to be added already exists, or the alias to be removed does not exist.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="alias">alternative name for the attribute </param>
      <param name="name">real name of the attribute </param>
      <param name="plug">plug to the attribute </param>
      <param name="add">true to add the alias, false to remove it </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setAlias(System.String,System.String,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Sets or removes an alias (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>an alternative name) for an attribute.</para>
        <para>A node can have at most one alias per attribute, so if there is already an alias on the specified attribute it will be replaced by the new one.</para>
        <para>
          <section>
            <para>True on success, false on failure. If the ReturnStatus indicates success then false means either that the alias to be added already exists, or the alias to be removed does not exist.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="alias">alternative name for the attribute </param>
      <param name="name">real name of the attribute </param>
      <param name="plug">plug to the attribute </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.findAlias(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Retrieves the attribute with the given alias. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no attribute with the given alias, the method will return false and the value of 'attrObj' will be undefined.</para>
        <para>
          <section>
            <para>True if the alias was found.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="alias">alternative name of the attribute </param>
      <param name="attrObj">the attribute having the specified alias </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getAliasList(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Returns a list of all attribute aliases for this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The aliases are pairs of strings with the first being the alias and the second being the attribute's real name.</para>
        <para>
          <section>
            <para>
              <b>true</b> if any alias was found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="strArray">list of aliases </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.plugsAlias(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Returns the alias for the plug's attribute or the empty string if that attribute has no alias. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Alternative name for the attribute, if any.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug for whose attribute we want the alias </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getExternalContent(Autodesk.Maya.OpenMaya.MExternalContentInfoTable)">
      <param name="table">MExternalContentInfoTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.addExternalContentForFileAttr(Autodesk.Maya.OpenMaya.MExternalContentInfoTable,Autodesk.Maya.OpenMaya.MObject)">
      <param name="table">MExternalContentInfoTable</param>
      <param name="attr">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setExternalContentForFileAttr(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="attr">MObject</param>
      <param name="table">MExternalContentLocationTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.setExternalContent(Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="table">MExternalContentLocationTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.getPlugsAlias(Autodesk.Maya.OpenMaya.MPlug,System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the alias for the plug's attribute or the empty string if that attribute has no alias.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>plugsAlias()</ref></para>
        <para>
          <section>
            <para>
              <b>true</b> if the alias was found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug for whose attribute we want the alias </param>
      <param name="aliasName">alternative name for the attribute </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.deleteMetadata()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.validateMetadata(System.String&amp;)">
      <param name="errors">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.enableDGTiming(System.Boolean)">
      <summary>
        <para>Globally enables or disables the DG node timing mechanism. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>There are two levels of control for DG node timing. <ref>dgTimerOn()</ref> and <ref>dgTimerOff()</ref> are used to determine which nodes are eligible for timer data collection and this method is used to globally enable or disable the DG node timing mechanism.</para>
        <para>For example, if you want to collect timing information for nodes X and Y you would call their <ref>dgTimerOn()</ref> methods and then call this method to enable timing. Those two nodes would then begin collecting timing data.</para>
        <para>If you subsequently call this method to disable timing then X and Y will cease collecting timing data but the data already collected would still be available (e.g. using <ref>dgTimer()</ref>).</para>
        <para>If you later use this method to re-enable timing then X and Y would resume collecting data. Note that this method does not clear the nodes' timing data. If you want a clean start you would have to call <ref>dgTimerReset()</ref> individually on X and Y.</para>
        <para />
      </remarks>
      <param name="enable">flag to turn timing on or off. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgTimerOn()">
      <summary>
        <para>Indicates that this node should collect DG timing data whenever DG timing is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>enableDGTiming()</ref> for more details.</para>
        <para>Note that this method does not reset the timers and counters on the node, it merely enables (or re-enables) timer data collection for the node and subsequent timing values are added to the current timer and counter values. If you want the counters to be reset, use the method <ref>dgTimerReset()</ref>.</para>
        <para>To stop the node from collecting further timing data, use <ref>dgTimerOff()</ref>.</para>
        <para>Calls to <ref>dgTimerOn()</ref> and <ref>dgTimerOff()</ref> are not cumulative. Even if you call <ref>dgTimerOn()</ref> three times for a node it still only takes a single call to <ref>dgTimerOff()</ref> to disable its data collection.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgTimerOff()">
      <summary>
        <para>Indicates that this node should no longer collect DG timing data when DG timing is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>dgTimerOn()</ref> and <ref>enableDGTiming()</ref> for more details.</para>
        <para>Any timing data which has already been collected remains available, for example, using the <ref>dgTimer()</ref> method.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgTimerQueryState()">
      <summary>
        <para>The function returns the current on/off state of the node's timer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The node's timer's current on/off state.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> if an object error occurs. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MdgTimerState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgTimerReset()">
      <summary>
        <para>The function resets the dependency graph timers and counters for this node to zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this method does not start or stop timing, it only resets the values to zero. If you want to turn on timing, use the method <ref>dgTimerOn()</ref>. If you want to turn off timing, use <ref>dgTimerOff()</ref>.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgTimer(Autodesk.Maya.OpenMaya.MFnDependencyNode+MdgTimerMetric,Autodesk.Maya.OpenMaya.MFnDependencyNode+MdgTimerType)">
      <summary>
        <para>The function returns the specified timer value for the current node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the total amount of time spent performing the requested operation since the timer was last reset (see <ref>dgTimerReset()</ref> for details). There are numerous timers per node and these are referenced by the metric and the timer type.</para>
        <para>
          <section>
            <para>Value of the timer in seconds for types of kTimerType_self and kTimerType_inclusive, and as a simple count for kTimerType_count.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method is successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if `timerMetric' or `timerType' is invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="timerMetric">The timing metric we wish to query. </param>
      <param name="timerType">The timer type we wish to query. </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgCallbacks(Autodesk.Maya.OpenMaya.MFnDependencyNode+MdgTimerType,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Node callbacks that occur when timing is enabled get logged with the node and can be queried via this method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the dgCallbackIds method for getting a further breakdown of the time for an individual callback on this node.</para>
        <para>There are several important items of note:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>1</b> Due to the large number of node types which exist within Maya, the "internal name" is used instead of the API name. For example, a message the user declares to be of type <ref>MDagMessage::kParentRemoved</ref> will report as "parentRemovedMsg". In general it should be obvious as to the meaning of the callback name. </para>
            </item>
            <item>
              <para>
                <b>2</b> Timing is reported by callback type and is not further broken down by the individual callback methods that are registered against that callback type. Therefore if you note a high-cost callback type, the majority of cost may not be expended in your callback method but rather in other registered callbacks on that type. </para>
            </item>
            <item>
              <para>
                <b>3</b> Not all callback types inside Maya that deal with nodes are currently tracked using the node callback timing mechanism. Only the most frequently encountered message types are currently recorded.</para>
            </item>
          </list>
The result of calling this method is an array of names and an array of values. There is a one-to-one correspondence between the two arrays.</para>
      </remarks>
      <param name="type">MdgTimerType</param>
      <param name="callbackName">Returns an array of callback names that were invoked for this node since the last timer reset. </param>
      <param name="value">Returns an array of timing values. There is a one-to-one correspondence with the `callbackName' array.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.dgCallbackIds(Autodesk.Maya.OpenMaya.MFnDependencyNode+MdgTimerType,System.String,Autodesk.Maya.OpenMaya.MCallbackIdArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method provides a further breakdown of the per-callback time returned via <ref>dgCallbacks()</ref> by returning the data on a per-callbackId basis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>We define a "callback" to be an event withing Maya that "callback methods" can be registered with to be invoked when the given event occurs. The registered client information is called a "callbackId". There can be multiple callbackIds registered with a given callback, and a callbackId can be shared amongst multiple nodes or multiple callbacks.</para>
        <para>An example of a callback is "attributeChangedMsg", which the user can register callback methods against via <ref>MNodeMessage::addAttributeChangedCallback()</ref>. The process of registering a callback method returns a callbackId, thus there can be multiple callbacksIds per callback.</para>
        <para>The general approach when querying callbackIds is as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>1</b> Query the callbacks associated with a given node using <ref>MFnDependencyNode::dgCallbacks()</ref>. This returns the list of callbacks by name. </para>
            </item>
            <item>
              <para>
                <b>2</b> Use this method to query the callbackIds for a given callback on the given node.</para>
            </item>
          </list>
The result of calling this method is an array of names and an array of values. There is a one-to-one correspondence between the two arrays.</para>
      </remarks>
      <param name="type">MdgTimerType</param>
      <param name="callbackName">Name of the callback to query the callbackIds for. This should be one of the callback names that was returned from MFnDependencyNode::dgCallbacks(). </param>
      <param name="callbackId">Returns an array of callbackIds which were invoked for this node and `callbackName' since the last timer reset. There is a one-to-one correspondence with the `value' array. The entries in the list can include callbackIds that are no longer active (e.g. if you unregistered the callbackId), so be careful not to treat these as active callbackIds  they are for informational purposes only. </param>
      <param name="value">Returns an array of timing values. There is a one-to-one correspondence with the `name' array.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.addAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFnDependencyNode+MAttrClass)">
      <summary>
        <para>Add a new dynamic attibute to this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="attr">new attribute</param>
      <param name="type">MAttrClass</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.removeAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFnDependencyNode+MAttrClass)">
      <summary>
        <para>Remove a dynamic attribute from a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it will have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced no longer exists. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
      </remarks>
      <param name="attr">MObject</param>
      <param name="type">MAttrClass</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_typeId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_typeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_pluginName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_attributeCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.set_userNode(Autodesk.Maya.OpenMaya.MPxNode)">
      <param name="value">MPxNode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_userNode()">
      <returns>Returns a MPxNode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_isFromReferencedFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_isShared()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_isTrackingEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_hasUniqueName()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_parentNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.set_isLocked(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_isLocked()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_isDefaultNode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_canBeWritten()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.set_icon(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDependencyNode.get_icon()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.metadata" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.typeId">
      <summary>
        <para>Returns the type id of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type is is the 4 byte code that is used in the binary file format to identify the type of this node.</para>
        <para>
          <section>
            <para>The type id of this node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.typeName">
      <summary>
        <para>Returns the type name of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string returned is the name of the node type as it is used in the ascii file format.</para>
        <para>
          <section>
            <para>The type name of this node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.name">
      <summary>
        <para>Returns the name of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the object the instance of this class is attached to is <em>data</em> instead of being in the graph (ie. the object was created by one of the MFn*Data function sets, or was passed to an <ref>MPxNode::compute</ref> function in a data block) then the <em>name</em> method will not work.</para>
        <para>
          <section>
            <para>The name of this node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the name of this node. </para>
      </summary>
      <remarks>
        <para>If the new name conflicts with the name of an existing node then the object will be given a unique name based on the supplied name. If the new name ends in a single '#' it will be replaced with a number that ensures the new name is unique.</para>
        <para>The name can also have a namespace path, for example "ns:ball". If the namespace already exists, the object will be be moved into that namespace (in addition to being renamed). If the namespace does not exist then the 'createNamespace' parameter will determine how to handle it. If the parameter is true then the namespace will be created (under the root if the namespace name is absolute, or under the current namespace if not) and the object will be moved into the new namespace. If the parameter is false then the object will be moved into the current namespace.</para>
        <para>When a transform is renamed, any shape nodes beneath the transform that have the same prefix as the old transform name are also renamed. For example, "rename nurbsSphere1 ball" would rename "nurbsSphere1|nurbsSphereShape1" to "ball|ballShape".</para>
        <para>The unique name set for the node is returned.</para>
        <para>Note that if the object to which the functionset is attached is data rather than a node (ie. the object was created by one of the MFn*Data function sets, or was passed to an <ref>MPxNode::compute</ref> function in a data block) then the <em>setName</em> method will not work.</para>
        <para>
          <section>
            <para>The new name of the node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> name is the empty string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.pluginName">
      <summary>
        <para>Returns the name of the plug-in this MFnDependendencyNode was defined in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name returned is the name of the plug-in on disk, and may contain pathname separators (such as `/') and drive letters (e.g. C:). If this object is not an MFnDependency node, then <ref>MS::kFailure</ref> is returned instead.</para>
        <para>
          <section>
            <para>The name of the plug-in</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.attributeCount">
      <summary>
        <para>Returns the number of attributes that this node has. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The attribute count</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.userNode">
      <summary>
        <para>If the function set's node is a plug-in node, then this method will extract the <ref>MPxNode</ref> pointer from it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used on node types that are provided by the plug-in calling this method.</para>
        <para>
          <section>
            <para>A pointer to the user data (NULL if not a plug-in node)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the removal of the attribute failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.isFromReferencedFile">
      <summary>
        <para>Indicates whether or not this node came from a referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it did, the node will be marked as read-only in the scene and changes to the node's attributes will be saved in the main scene file, not the referenced file from which the node came.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node came from a referenced file, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.isShared">
      <summary>
        <para>Indicates whether or not this node is shared. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This comes into play when you attempt to create a new node with the same name as an existing node. If the existing node is shared, then no new node will be created. If the existing node is not shared, then the new node will be created and given a different name.</para>
        <para>For example, if you import several scene files into a single scene, they may all attempt to create their own 'defaultResolution' node. However, since this node is shared, only one such node will be created and the other requests will be ignored.</para>
        <para>The concept of "sharing" can also be found in the "createNode -shared" flag found in MEL which, if specified causes an implicit node to be created (or not created, if it is already present).</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is shared, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.isTrackingEdits">
      <summary>
        <para>Returns whether or not edits on the given node are being tracked by the generalized edit system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Referenced nodes and nodes in assemblies that are tracking edits will return true.</para>
        <para>
          <section>
            <para>
              <b>true</b> if edits on the given node are being tracked, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.hasUniqueName">
      <summary>
        <para>Indicates whether or not this node's name is unique within the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node's name is unique within scene, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.parentNamespace">
      <summary>
        <para>Returns the name of the namespace in which this node resides. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Namespaces are often used when importing files to prevent name collisions.</para>
        <para>
          <section>
            <para>The name of the namespace in which this node exists. This will be a colon separated path. If the object is in the root namespace, then an empty string will be returned.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.isLocked">
      <summary>
        <para>Indicates whether or not this node is locked. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the <b>setLocked</b> method for more information on what it means for a node to be locked.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is locked, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.isDefaultNode">
      <summary>
        <para>Returns true if the node is a default node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A default node is one that Maya creates automatically and does not get saved out with the scene, although some of its attribute values may.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is default, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.canBeWritten">
      <summary>
        <para>Returns the do not write state of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Will be true if the node can be written/exported to scene files.</para>
        <para>Note that if a node is marked as being shared (see <ref>MFnDependencyNode::isShared</ref>) that overrides being marked as not writable. So shared nodes can be written, even if not marked as writable.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node can be written, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.icon">
      <summary>
        <para>Returns the custom icon filename associated with the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The icon can be assigned using <ref>setIcon()</ref>.</para>
        <para>
          <section>
            <para>The custom icon filename, or the empty string (i.e. "") if the node is using Maya's default.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method is successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Associates a custom icon with the node for display in the Maya UI. </para>
      </summary>
      <remarks>
        <para>Currently the icon only shows up in Outliner panels (the DAG Outliner, Graph Editor and Dope Sheet).</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass">
      <summary>
        <para>Specifies the scope of the attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kLocalDynamicAttr">
      <summary>
        <para>Dynamically added, applies to this specific node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kNormalAttr">
      <summary>
        <para>Static attribute which is part of the original definition for this node type. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kExtensionAttr">
      <summary>
        <para>Extension attribute which is part of all nodes of this or derived node types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kInvalidAttr">
      <summary>
        <para>None of the above. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState">
      <summary>
        <para>Possible states for the node's timer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerOff">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerOn">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerUninitialized">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerInvalidState">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric">
      <summary>
        <para>The different timer metrics which can be queried. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callback">
      <summary>
        <para>Time spent within node callbacks for this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_compute">
      <summary>
        <para>Time spent within the compute method for this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_dirty">
      <summary>
        <para>Time spent propogating dirty messages from this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_draw">
      <summary>
        <para>Time spent drawing this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_fetch">
      <summary>
        <para>Time spent fetching data from plugs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callbackViaAPI">
      <summary>
        <para>Time spent in callbacks which were registered through the API. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callbackNotViaAPI">
      <summary>
        <para>Time spent in callbacks not registered through the API (i.e internal Maya callbacks). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_computeDuringCallback">
      <summary>
        <para>Time spent in this node's compute while executing node callbacks on any node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_computeNotDuringCallback">
      <summary>
        <para>Time spent in this nodes compute when not executing any node callbacks on any nodes. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType">
      <summary>
        <para>The types of timers which can be queried. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_self">
      <summary>
        <para>Time spent performing an operation, not including any time spent by child operations. </para>
      </summary>
      <remarks>
        <para>For example, if we are drawing a node and that requires a compute, self time will only include the time spent drawing and not the compute time. Self time measures wall-clock time as opposed to CPU time and the values are in seconds. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_inclusive">
      <summary>
        <para>Time spent performing an operation including all time spent by child operations. </para>
      </summary>
      <remarks>
        <para>For example, if we are drawing a node and that requires a compute, inclusive time is the time for the draw plus compute. Inclusive time measure wall-clock time as opposed to CPU time and the values are in seconds. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_count">
      <summary>
        <para>The number of operations that occurred. </para>
      </summary>
      <remarks>
        <para>Ideally we should return an integer when this timer type is queried, but there are two advantages to using a double. 1) it keeps the interface consistent and 2) integer has a fixed upper bound of roughly four billion so using a double allows us to exceed this. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass">
      <summary>
        <para>Specifies the scope of the attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kLocalDynamicAttr">
      <summary>
        <para>Dynamically added, applies to this specific node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kNormalAttr">
      <summary>
        <para>Static attribute which is part of the original definition for this node type. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kExtensionAttr">
      <summary>
        <para>Extension attribute which is part of all nodes of this or derived node types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MAttrClass.kInvalidAttr">
      <summary>
        <para>None of the above. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState">
      <summary>
        <para>Possible states for the node's timer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerOff">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerOn">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerUninitialized">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerState.kTimerInvalidState">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric">
      <summary>
        <para>The different timer metrics which can be queried. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callback">
      <summary>
        <para>Time spent within node callbacks for this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_compute">
      <summary>
        <para>Time spent within the compute method for this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_dirty">
      <summary>
        <para>Time spent propogating dirty messages from this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_draw">
      <summary>
        <para>Time spent drawing this node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_fetch">
      <summary>
        <para>Time spent fetching data from plugs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callbackViaAPI">
      <summary>
        <para>Time spent in callbacks which were registered through the API. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_callbackNotViaAPI">
      <summary>
        <para>Time spent in callbacks not registered through the API (i.e internal Maya callbacks). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_computeDuringCallback">
      <summary>
        <para>Time spent in this node's compute while executing node callbacks on any node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerMetric.kTimerMetric_computeNotDuringCallback">
      <summary>
        <para>Time spent in this nodes compute when not executing any node callbacks on any nodes. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType">
      <summary>
        <para>The types of timers which can be queried. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_self">
      <summary>
        <para>Time spent performing an operation, not including any time spent by child operations. </para>
      </summary>
      <remarks>
        <para>For example, if we are drawing a node and that requires a compute, self time will only include the time spent drawing and not the compute time. Self time measures wall-clock time as opposed to CPU time and the values are in seconds. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_inclusive">
      <summary>
        <para>Time spent performing an operation including all time spent by child operations. </para>
      </summary>
      <remarks>
        <para>For example, if we are drawing a node and that requires a compute, inclusive time is the time for the draw plus compute. Inclusive time measure wall-clock time as opposed to CPU time and the values are in seconds. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDependencyNode.MdgTimerType.kTimerType_count">
      <summary>
        <para>The number of operations that occurred. </para>
      </summary>
      <remarks>
        <para>Ideally we should return an integer when this timer type is queried, but there are two advantages to using a double. 1) it keeps the interface consistent and 2) integer has a fixed upper bound of roughly four billion so using a double allows us to exceed this. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal">
      <summary>
        <para>Static class providing common API global functions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provide methods for selection, 3D-views, time, model manipulation and MEL commands.</para>
        <para>
          <ref>MGlobal</ref> is a static class which provides access to Maya's model (3d graphical database).</para>
        <para>
          <ref>MGlobal</ref> provides methods for selection, 3d-views, setting the global time, adding to the DAG, and executing MEL commands from within the API. There are multiple methods provided in this class for executing MEL within the API. Plug-ins requiring the execution of MEL from the non-main Maya thread must use the <ref>executeCommandOnIdle()</ref> method to avoid program errors.</para>
        <para>
          <ref>MGlobal</ref> also provides methods for controlling error logging in the API. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getOptionVarValue(System.String,System.String&amp;)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="name">String</param>
      <param name="value">output String&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_mayaVersion()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_apiVersion()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_mayaState()">
      <returns>Returns a MMayaState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_selectionMethod()">
      <returns>Returns a SelectionMethod.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_selectionMode(Autodesk.Maya.OpenMaya.MGlobal+MSelectionMode)">
      <param name="value">MSelectionMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_selectionMode()">
      <returns>Returns a MSelectionMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_objectSelectionMask(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="value">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_objectSelectionMask()">
      <returns>Returns a MSelectionMask.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_componentSelectionMask(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="value">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_componentSelectionMask()">
      <returns>Returns a MSelectionMask.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_animSelectionMask(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="value">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_animSelectionMask()">
      <returns>Returns a MSelectionMask.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_miscSelectionMask(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="value">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_miscSelectionMask()">
      <returns>Returns a MSelectionMask.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_trackSelectionOrderEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_trackSelectionOrderEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_isYAxisUp(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_isYAxisUp()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_isZAxisUp(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_isZAxisUp()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_upAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_disableStow(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_disableStow()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_defaultErrorLogPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_errorLogPathName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_errorLogPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_errorLoggingIsOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_isUndoing()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_isRedoing()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.get_activeSelectionList()">
      <returns>Returns a MSelectionList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.set_activeSelectionList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <param name="value">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getFunctionSetList(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets a list of strings that represent the type of each function set that will accept this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The strings match the values in <ref>MFn.h</ref>.</para>
      </remarks>
      <param name="forObject">object to get list of function sets for </param>
      <returns>Returns a List`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getCPtr(Autodesk.Maya.OpenMaya.MGlobal)">
      <param name="obj">MGlobal</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getFunctionSetList(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Gets a list of strings that represent the type of each function set that will accept this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The strings match the values in <ref>MFn.h</ref>.</para>
      </remarks>
      <param name="forObject">object to get list of function sets for </param>
      <param name="array">storage for the array of strings</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getAssociatedSets(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This utility method finds all the sets that the items in the given selection list are members of. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="list">items to finds sets for </param>
      <param name="setArray">storage for the array of sets</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getSelectionListByName(System.String,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method fills a selection list with all of the objects that match a specified name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name may use the same type of regular expressions the can be used in MEL commands. For example, the pattern "pCube*" will match all occurances of objects that begin their names with "pCube".</para>
        <para>Taking this a step further, the following example looks for all objects that both start their names with "pCube" but also have a child that starts its name with "pCubeShape". Since the pattern is matching a DAG path, the items that match the pattern should be DAG nodes.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="name">String</param>
      <param name="list">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getActiveSelectionList(Autodesk.Maya.OpenMaya.MSelectionList,System.Boolean)">
      <summary>
        <para>Returns a copy of the active selection list, or optionally a copy of the ordered active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the active selection list but with components as well as objects appearing in the order that they were selected.</para>
        <para>In order to get the ordered selection list, tracking component selection order must be enabled through either the 'selectPref' Maya command or through the <ref>MGlobal</ref> function 'setTrackSelectionOrderEnabled'.</para>
      </remarks>
      <param name="dest">Storage for the selection list </param>
      <param name="orderedSelectionIfAvailable">If true, and tracking is enabled, will return the selected items in the order that they were selected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getActiveSelectionList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a copy of the active selection list, or optionally a copy of the ordered active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the active selection list but with components as well as objects appearing in the order that they were selected.</para>
        <para>In order to get the ordered selection list, tracking component selection order must be enabled through either the 'selectPref' Maya command or through the <ref>MGlobal</ref> function 'setTrackSelectionOrderEnabled'.</para>
      </remarks>
      <param name="dest">Storage for the selection list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getRichSelection(Autodesk.Maya.OpenMaya.MRichSelection,System.Boolean)">
      <summary>
        <para>Returns the current rich selection (usually the active selection with any soft selection and symmetry applied). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally if no rich selection exists, the current active selection can be returned instead (reducing the need for duplicated code).</para>
      </remarks>
      <param name="dest">MRichSelection</param>
      <param name="defaultToActiveSelection">If true, Maya will return the active selection when no rich selection exists.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getRichSelection(Autodesk.Maya.OpenMaya.MRichSelection)">
      <summary>
        <para>Returns the current rich selection (usually the active selection with any soft selection and symmetry applied). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally if no rich selection exists, the current active selection can be returned instead (reducing the need for duplicated code).</para>
      </remarks>
      <param name="dest">MRichSelection</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getLiveList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a copy of the live list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a user performs a "Modify-&gt;Make Live" in the user interface the currently selected objects are added to the live list.</para>
      </remarks>
      <param name="dest">Storage for the selection list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getHiliteList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a copy of the hilite list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The hilite list contains all DAG objects that are hilited for component selection mode. (e.g. when the user right clicks over a Mesh object and chooses the "vertex" option the Mesh line drawing changes color and the mesh is added to the hiliteList.)</para>
      </remarks>
      <param name="dest">Storage for the hilite list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setHiliteList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Sets the current hilite list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current selection list is unchanged.</para>
      </remarks>
      <param name="src">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setActiveSelectionList(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Set the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The selection items on the given list will update the contents of the active selection list as indicated by the listAdjustment parameter.</para>
      </remarks>
      <param name="src">The source list </param>
      <param name="arg1">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setActiveSelectionList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Set the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The selection items on the given list will update the contents of the active selection list as indicated by the listAdjustment parameter.</para>
      </remarks>
      <param name="src">The source list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setDisplayCVs(Autodesk.Maya.OpenMaya.MSelectionList,System.Boolean)">
      <summary>
        <para>Controls drawing of control points in the specified selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The selection items on the given list will be marked for drawing. This overrides Maya's current draw list and allow, for example, the drawing of control points without being in vertex selection mode.</para>
      </remarks>
      <param name="arg0">MSelectionList</param>
      <param name="arg1">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectCommand(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Set the active selection list, by calling the built in Maya select command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This differs from setActiveSelectionList in that in this version Maya takes over the selection list you give it and will be responsible for maintaing the necessary information required for undo, redo, and journalling.</para>
      </remarks>
      <param name="src">The source list </param>
      <param name="arg1">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectCommand(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Set the active selection list, by calling the built in Maya select command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This differs from setActiveSelectionList in that in this version Maya takes over the selection list you give it and will be responsible for maintaing the necessary information required for undo, redo, and journalling.</para>
      </remarks>
      <param name="src">The source list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectByName(System.String,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Puts objects that match the give name on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">Regular expression to match object name. </param>
      <param name="arg1">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectByName(System.String)">
      <summary>
        <para>Puts objects that match the give name on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">Regular expression to match object name. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.unselectByName(System.String)">
      <summary>
        <para>Removes objects matching the pattern from the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">Regular expression to match object name.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.select(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Put the given object on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="arg1">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.select(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Put the given object on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.select(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Put the given object on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
      <param name="arg2">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.select(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Put the given object on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.unselect(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove the given object from the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.unselect(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove the given object from the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment,Autodesk.Maya.OpenMaya.MGlobal+SelectionMethod)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="x_pos">X position on screen to select at. </param>
      <param name="y_pos">Y position on screen to select at. </param>
      <param name="arg2">ListAdjustment</param>
      <param name="arg3">SelectionMethod</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="x_pos">X position on screen to select at. </param>
      <param name="y_pos">Y position on screen to select at. </param>
      <param name="arg2">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="x_pos">X position on screen to select at. </param>
      <param name="y_pos">Y position on screen to select at. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16,System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment,Autodesk.Maya.OpenMaya.MGlobal+SelectionMethod)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="start_x">Int16</param>
      <param name="start_y">Int16</param>
      <param name="end_x">Int16</param>
      <param name="end_y">Int16</param>
      <param name="arg4">ListAdjustment</param>
      <param name="arg5">SelectionMethod</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16,System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MGlobal+ListAdjustment)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="start_x">Int16</param>
      <param name="start_y">Int16</param>
      <param name="end_x">Int16</param>
      <param name="end_y">Int16</param>
      <param name="arg4">ListAdjustment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.selectFromScreen(System.Int16,System.Int16,System.Int16,System.Int16)">
      <summary>
        <para>Perform click-pick type selection on the dag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an object intersects the click point then it is selected according to listAdjustment.</para>
      </remarks>
      <param name="start_x">Int16</param>
      <param name="start_y">Int16</param>
      <param name="end_x">Int16</param>
      <param name="end_y">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setSelectionMode(Autodesk.Maya.OpenMaya.MGlobal+MSelectionMode)">
      <summary>
        <para>Sets the selection mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>kSelectObjectMode &amp;ndash; Objects are selected as a whole. Components are not directly accessible.</para>
        <para>kSelectComponentMode &amp;ndash; Components such as vertices are selectable in this mode.</para>
        <para>kSelectRootMode &amp;ndash; Selecting the child in a hierarchy will also select its root DAG node.</para>
        <para>kSelectLeafMode &amp;ndash; Selecting the child in a hierarchy will result only in that child being selected.</para>
        <para>kSelectTemplateMode &amp;ndash; Templated objects are selectable in this mode.</para>
      </remarks>
      <param name="mode">The mode to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.clearSelectionList()">
      <summary>
        <para>Removes all items from the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.isSelected(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether the given object is on the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: The given object must be a dependency node.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the object is selected, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> A null <ref>MObject</ref> was provided </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Error doing test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.currentToolContext()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.viewFrame(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Sets the global time to the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function is optimized for sequential time values that are monotonically increasing. While one can set the time randomly with this function, a significant performance hit will be incurred.</para>
      </remarks>
      <param name="time">Time to set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.viewFrame(System.Double)">
      <summary>
        <para>Sets the global time to the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function is optimized for sequential time values that are monotonically increasing. While one can set the time randomly with this function, a significant performance hit will be incurred.</para>
      </remarks>
      <param name="time">Time to set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.sourceFile(System.String)">
      <summary>
        <para>Causes the MEL command engine to open the named file and execute the contents of the file as a MEL script. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the provided fileName is a Unix absolute pathname, then that file is opened. If a relative pathname is provided, the directories indicated by the environment variable, MAYA_SCRIPT_PATH, will be searched for a matching filename.</para>
      </remarks>
      <param name="fileName">The name of a file containing MEL commands</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommandOnIdle(System.String,System.Boolean)">
      <summary>
        <para>Sets a MEL command to execute on the next idle event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a thread safe way to execute commands, however, there is no access to the command results. Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled.</para>
      </remarks>
      <param name="command">The MEL command string to add to idle queue. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommandOnIdle(System.String)">
      <summary>
        <para>Sets a MEL command to execute on the next idle event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a thread safe way to execute commands, however, there is no access to the command results. Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled.</para>
      </remarks>
      <param name="command">The MEL command string to add to idle queue. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MCommandResult,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MCommandResult</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MCommandResult,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MCommandResult</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MCommandResult)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MCommandResult</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Int32&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Int32&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Int32&amp;,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Int32&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Int32&amp;)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MIntArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MIntArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Double&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Double&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Double&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.Double&amp;)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MDoubleArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MDoubleArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MStringArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MStringArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommandStringResult(System.String,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command that returns a string result from the command engine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String value returned by command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> MEL command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing MEL command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The MEL command string to execute </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommandStringResult(System.String,System.Boolean)">
      <summary>
        <para>Executes a MEL command that returns a string result from the command engine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String value returned by command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> MEL command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing MEL command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The MEL command string to execute </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommandStringResult(System.String)">
      <summary>
        <para>Executes a MEL command that returns a string result from the command engine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String value returned by command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> MEL command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing MEL command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The MEL command string to execute </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.String&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output String&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.String&amp;,System.Boolean)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output String&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executeCommand(System.String,System.String&amp;)">
      <summary>
        <para>Executes a MEL command with no access to result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executeCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The MEL command string to execute. </param>
      <param name="result">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Int32&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Int32&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Int32&amp;,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Int32&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Int32&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MIntArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MIntArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Double&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Double&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Double&amp;,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Double&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.Double&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MDoubleArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MDoubleArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommandStringResult(System.String,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command that returns a string result from the command engine.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String returned from command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Python command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing Python command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The Python command string to execute </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommandStringResult(System.String,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command that returns a string result from the command engine.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String returned from command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Python command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing Python command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The Python command string to execute </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommandStringResult(System.String)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command that returns a string result from the command engine.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
        <para>
          <section>
            <para>String returned from command</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Python command was successfully executed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error executing Python command </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">The Python command string to execute </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.String&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output String&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.String&amp;,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output String&amp;</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MStringArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
      <param name="undoEnabled">Flag to enable addition of command to undo queue - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MStringArray</param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommand(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Executes a Python command with no access to result.</para>
        <para>Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled. Optionally allows undo for the command to be enabled or disabled. Defaults to disabled.</para>
        <para>Note: This is not thread safe; you may use executePythonCommandOnIdle instead.</para>
      </remarks>
      <param name="command">The Python command string to execute. </param>
      <param name="result">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommandOnIdle(System.String,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets a Python command to execute on the next idle event.</para>
        <para>This is a thread safe way to execute commands, however, there is no access to the command results. Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled.</para>
      </remarks>
      <param name="command">The Python command string to add to idle queue. </param>
      <param name="displayEnabled">Flag to enable display of command in journal window - defaults to false</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.executePythonCommandOnIdle(System.String)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets a Python command to execute on the next idle event.</para>
        <para>This is a thread safe way to execute commands, however, there is no access to the command results. Optionally allows display of the command in the Command Window to be enabled or disabled. Defaults to disabled.</para>
      </remarks>
      <param name="command">The Python command string to add to idle queue. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModel(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method is used to add new dag objects to the model. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no parent node is specified, then the node is added under the world. When a node is added under the world, then a transform node is automatically created as a parent. This assumes that the node being added is not already a transform node. This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="parent">parent dag node (optional)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModel(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method is used to add new dag objects to the model. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no parent node is specified, then the node is added under the world. When a node is added under the world, then a transform node is automatically created as a parent. This assumes that the node being added is not already a transform node. This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModelAt(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MVector,System.Double[],System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Adds the specified dag object to the DAG and transform the object by the specified arguments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="point">translation vector </param>
      <param name="scale">scale amount </param>
      <param name="rotation">rotation amount </param>
      <param name="order">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModelAt(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MVector,System.Double[],System.Double[])">
      <summary>
        <para>Adds the specified dag object to the DAG and transform the object by the specified arguments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="point">translation vector </param>
      <param name="scale">scale amount </param>
      <param name="rotation">rotation amount </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModelAt(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MVector,System.Double[])">
      <summary>
        <para>Adds the specified dag object to the DAG and transform the object by the specified arguments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="point">translation vector </param>
      <param name="scale">scale amount </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.addToModelAt(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Adds the specified dag object to the DAG and transform the object by the specified arguments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="point">translation vector </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.removeFromModel(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes the specified dag node from the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for dag nodes. If the specified object is not of type <ref>MFn::kDagNode</ref> then <ref>MS::kInvalidParameter</ref> will be returned.</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.deleteNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Delete the given dag node or dependency graph node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setYAxisUp()">
      <summary>
        <para>This method sets the flag to identify which axis is Up, and rotates the ground plane around around the X-axis 90 degrees to get the Y-Up from Z-Up. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setZAxisUp()">
      <summary>
        <para>This method sets the flag to identify which axis is Up, and rotates the ground plane around around the X-axis -90 degrees to get the Z-Up from Y-Up. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.displayInfo(System.String)">
      <summary>
        <para>This method is used to display an informational message in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="theMessage">The message string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.displayWarning(System.String)">
      <summary>
        <para>This method is used to display a warning in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="theWarning">The warning string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.displayError(System.String)">
      <summary>
        <para>This method is used to display an error in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="theError">The error string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarIntValue(System.String,System.Boolean&amp;)">
      <summary>
        <para>This method is used to get the option variable value of int type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as an integer. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="exists">true if variable exists, false otherwise</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarIntValue(System.String)">
      <summary>
        <para>This method is used to get the option variable value of int type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as an integer. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarDoubleValue(System.String,System.Boolean&amp;)">
      <summary>
        <para>This method is used to get the option variable value of type double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as a double. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="exists">true if variable exists, false otherwise</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarDoubleValue(System.String)">
      <summary>
        <para>This method is used to get the option variable value of type double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as a double. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarStringValue(System.String,System.Boolean&amp;)">
      <summary>
        <para>This method is used to get the option variable value of type string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="exists">true if variable exists, false otherwise</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.optionVarStringValue(System.String)">
      <summary>
        <para>This method is used to get the option variable value of type string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the variable as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setOptionVarValue(System.String,System.Int32)">
      <summary>
        <para>This method is used to set the option variable value of int type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="value">option variable value to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setOptionVarValue(System.String,System.Double)">
      <summary>
        <para>This method is used to set the option variable value of int type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="value">option variable value to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.setOptionVarValue(System.String,System.String)">
      <summary>
        <para>This method is used to set the option variable value of int type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true </para>
          </section>
        </para>
      </remarks>
      <param name="name">option variable name </param>
      <param name="value">option variable value to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.resetToDefaultErrorLogPathName()">
      <summary>
        <para>Closes the current log file if it is open, and then resets the log path to the default path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Logging is disabled and the log file speicified by the default path is not opened. If logging is disabled, it remains disabled. Use <ref>startErrorLogging()</ref> to enable logging to the default log file. If the current path is the default path, no action is taken, but an invalid parameter error is returned.</para>
        <para>Note that if the default log is reopened after it is closed, all information previously logged to it is lost.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.startErrorLogging()">
      <summary>
        <para>This method enables output to the API error log. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no log is currently open, a log file is opened at the current path. The error log is time and date stamped when it is opened. If output is already enabled, then no action is taken.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.startErrorLogging(System.String)">
      <summary>
        <para>This method enables output to the API error log. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no log is currently open, a log file is opened at the current path. The error log is time and date stamped when it is opened. If output is already enabled, then no action is taken.</para>
      </remarks>
      <param name="logPathName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.stopErrorLogging()">
      <summary>
        <para>This method disables output to the API error log but does not close the log file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.closeErrorLog()">
      <summary>
        <para>This method closes the API error log file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If error logging is currently enabled this method disables it. The error log is time and date stamped before it is closed. After the log is closed the error log path name is reset to the default path name. If the error log file is already closed, then no action is taken.</para>
        <para>Note that if a log is reopened after it is closed, all information previously logged to it is lost.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.doErrorLogEntry(System.String)">
      <summary>
        <para>Logs an entry in the currently open log file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is not necessary for error logging to be enabled, but a log file must be open. A newline is appended to each log entry.</para>
      </remarks>
      <param name="errorLogEntry">Information to log to file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getOptionVarValue(System.String,System.Int32&amp;)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="name">String</param>
      <param name="value">output Int32&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getOptionVarValue(System.String,System.Double&amp;)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="name">String</param>
      <param name="value">output Double&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.activeSelectionList">
      <summary>
        <para>Returns a copy of the active selection list, or optionally a copy of the ordered active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the active selection list but with components as well as objects appearing in the order that they were selected.</para>
        <para>In order to get the ordered selection list, tracking component selection order must be enabled through either the 'selectPref' Maya command or through the <ref>MGlobal</ref> function 'setTrackSelectionOrderEnabled'.</para>
      </remarks>
      <summary>
        <para>Set the active selection list. </para>
      </summary>
      <remarks>
        <para>The selection items on the given list will update the contents of the active selection list as indicated by the listAdjustment parameter.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.mayaVersion">
      <summary>
        <para>Returns a string describing this version of Maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The version string </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.apiVersion">
      <summary>
        <para>Returns a number describing the version of the Maya API at runtime. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current API version </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.mayaState">
      <summary>
        <para>Returns an enumerated type specifying the way in which Maya was invoked. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MGlobal::kInteractive</ref>
                    </b> Running with a UI </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MGlobal::kBatch</ref>
                    </b> Running without a UI</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.selectionMethod">
      <summary>
        <para>Determines the selection method that should be used in the currently active viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful as input to the "selectFromScreen" functions.</para>
        <para>
          <section>
            <para>The selection method.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in getting active view </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.selectionMode">
      <summary>
        <para>Determines Maya's selection mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>kSelectObjectMode &amp;ndash; Objects are selected as a whole. Components are not directly accessible.</para>
        <para>kSelectComponentMode &amp;ndash; Components such as vertices are selectable in this mode.</para>
        <para>kSelectRootMode &amp;ndash; Selecting the child in a hierarchy will also select its root DAG node.</para>
        <para>kSelectLeafMode &amp;ndash; Selecting the child in a hierarchy will result only in that child being selected.</para>
        <para>kSelectTemplateMode &amp;ndash; Templated objects are selectable in this mode.</para>
        <para>
          <section>
            <para>The selection mode.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in getting active model </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the selection mode. </para>
      </summary>
      <remarks>
        <para>kSelectObjectMode &amp;ndash; Objects are selected as a whole. Components are not directly accessible.</para>
        <para>kSelectComponentMode &amp;ndash; Components such as vertices are selectable in this mode.</para>
        <para>kSelectRootMode &amp;ndash; Selecting the child in a hierarchy will also select its root DAG node.</para>
        <para>kSelectLeafMode &amp;ndash; Selecting the child in a hierarchy will result only in that child being selected.</para>
        <para>kSelectTemplateMode &amp;ndash; Templated objects are selectable in this mode.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.objectSelectionMask">
      <summary>
        <para>Returns the object selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The selection mask</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Selection mask successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the selection mask </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the object selection mask to the supplied value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.componentSelectionMask">
      <summary>
        <para>Returns the component selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The component selection mask</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Selection mask successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the selection mask </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the component selection mask to the supplied value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.animSelectionMask">
      <summary>
        <para>Returns the animation selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The selection mask</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Selection mask successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the selection mask </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the animation selection mask to the supplied value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.miscSelectionMask">
      <summary>
        <para>Returns the miscellaneous selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The selection mask</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Selection mask successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error getting the selection mask </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the miscellaneous selection mask to the supplied value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.trackSelectionOrderEnabled">
      <summary>
        <para>Returns whether the selection order is currerntly being tracked. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the selection order is being tracked, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Error doing test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set whether Maya should maintain an active selection list which maintains object and component selection order. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.isYAxisUp">
      <summary>
        <para>This method returns true if, currently, the Y-axis is UP. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> the Y-axis is Up, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.isZAxisUp">
      <summary>
        <para>This method returns true if, currently, the Z-axis is UP. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> the Z-axis is Up, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.upAxis">
      <summary>
        <para>This method returns the model's current up axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The models up axis</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.disableStow">
      <summary>
        <para>This method is used to query if the disabling of Stowing (hiding) and Unstowing (showing) windows is active. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if Stow is disabled, false if Stow is operating normally </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method is used to make the visiblity of all Maya windows unchangable. </para>
      </summary>
      <remarks>
        <para>If set to true, it disables any attempts to change the visiblity of any window. In addition, all popup windows will be supressed.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.defaultErrorLogPathName">
      <summary>
        <para>Determines the default path name of the error log file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns an empty string on failure.</para>
        <para>
          <section>
            <para>Default path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Default path name is valid </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Could not determine default path name - could not access error log handler </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.errorLogPathName">
      <summary>
        <para>Determines the path name of the current error log file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the null string on failure.</para>
        <para>
          <section>
            <para>Error log path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Path name is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not determine path name - could not access error log handler </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Closes the current log file if it is open, and then sets the log path to the given path. </para>
      </summary>
      <remarks>
        <para>If logging is enabled, it remains enabled, but on the log file speicified by the new path. If logging is disabled, it remains disabled. Use <ref>startErrorLogging()</ref> to enable logging to the new file. If the given path name is the same as the current path name, no action is taken, but an invalid parameter error is returned.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.errorLoggingIsOn">
      <summary>
        <para>This method determines whether or not API errors are being logged. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> Errors are being logged <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not determine state of log - could not access error log handler </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.isUndoing">
      <summary>
        <para>Returns true if Maya is currently in the middle of an undo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if Maya is undoing, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.isRedoing">
      <summary>
        <para>Returns true if Maya is currently in the middle of an redo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if Maya is redoing, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.MMayaState">
      <summary>
        <para>State in which Maya has been started. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kInteractive">
      <summary>
        <para>Running with a UI. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kBatch">
      <summary>
        <para>Running without a UI. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kLibraryApp">
      <summary>
        <para>Running as a standalone (<ref>MLibrary</ref>) application. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kBaseUIMode">
      <summary>
        <para>Running with UI enabled but Maya's std UI scripts not run. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment">
      <summary>
        <para>Operations on selection lists. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kReplaceList">
      <summary>
        <para>Totally replace the list with the given items. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kXORWithList">
      <summary>
        <para>Any of the items which are already on the list will be removed. </para>
      </summary>
      <remarks>
        <para>Any which are not already on the list will be added to the end of the list. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kAddToList">
      <summary>
        <para>Add the items to the end of the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kRemoveFromList">
      <summary>
        <para>Remove the items from the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kAddToHeadOfList">
      <summary>
        <para>Add the items to the beginning of the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod">
      <summary>
        <para>Choices for types of selection methods used in the selectFromScreen functions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod.kSurfaceSelectMethod">
      <summary>
        <para>Select based on the surface of the objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod.kWireframeSelectMethod">
      <summary>
        <para>Select based on the wireframe of the objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode">
      <summary>
        <para>Global selection modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectObjectMode">
      <summary>
        <para>Select objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectComponentMode">
      <summary>
        <para>Select components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectRootMode">
      <summary>
        <para>Select DAG roots. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectLeafMode">
      <summary>
        <para>Select DAG leaves. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectTemplateMode">
      <summary>
        <para>Select templated objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.MMayaState">
      <summary>
        <para>State in which Maya has been started. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kInteractive">
      <summary>
        <para>Running with a UI. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kBatch">
      <summary>
        <para>Running without a UI. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kLibraryApp">
      <summary>
        <para>Running as a standalone (<ref>MLibrary</ref>) application. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MMayaState.kBaseUIMode">
      <summary>
        <para>Running with UI enabled but Maya's std UI scripts not run. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment">
      <summary>
        <para>Operations on selection lists. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kReplaceList">
      <summary>
        <para>Totally replace the list with the given items. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kXORWithList">
      <summary>
        <para>Any of the items which are already on the list will be removed. </para>
      </summary>
      <remarks>
        <para>Any which are not already on the list will be added to the end of the list. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kAddToList">
      <summary>
        <para>Add the items to the end of the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kRemoveFromList">
      <summary>
        <para>Remove the items from the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.ListAdjustment.kAddToHeadOfList">
      <summary>
        <para>Add the items to the beginning of the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod">
      <summary>
        <para>Choices for types of selection methods used in the selectFromScreen functions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod.kSurfaceSelectMethod">
      <summary>
        <para>Select based on the surface of the objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.SelectionMethod.kWireframeSelectMethod">
      <summary>
        <para>Select based on the wireframe of the objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode">
      <summary>
        <para>Global selection modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectObjectMode">
      <summary>
        <para>Select objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectComponentMode">
      <summary>
        <para>Select components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectRootMode">
      <summary>
        <para>Select DAG roots. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectLeafMode">
      <summary>
        <para>Select DAG leaves. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MGlobal.MSelectionMode.kSelectTemplateMode">
      <summary>
        <para>Select templated objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIStream" />
    <member name="M:Autodesk.Maya.OpenMaya.MIStream.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="futureUse">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIStream.getCPtr(Autodesk.Maya.OpenMaya.MIStream)">
      <param name="obj">MIStream</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIntArray">
      <summary>
        <para>Array of integers data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of integers. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor(System.Int32[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor(System.UInt32,System.Int32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.IndexOf(System.Int32)">
      <param name="item">Int32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Insert(System.Int32,System.Int32)">
      <param name="index">Int32</param>
      <param name="item">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Add(System.Int32)">
      <param name="item">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Contains(System.Int32)">
      <param name="item">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.CopyTo(System.Int32[],System.Int32)">
      <param name="array">Int32[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Remove(System.Int32)">
      <param name="item">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.getCPtr(Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="obj">MIntArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.set_Item(System.Int32,System.Int32)">
      <param name="index">Int32</param>
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.assign(Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="other">MIntArray</param>
      <returns>Returns a MIntArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.set(System.Int32,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.insert(System.Int32,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.append(System.Int32)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.copy(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get(System.Int32[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of ints. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of ints is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output Int32[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEnumerable`2" />
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.#ctor(,)">
      <param name="inBaseIter">MItClass</param>
      <param name="inGetElemFromIterFunc">Func`2</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.get_Current()">
      <returns>Returns a T.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.MoveNext()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.Reset()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEnumerable`2.Current" />
    <member name="T:Autodesk.Maya.OpenMaya.MItCurveCV">
      <summary>
        <para>Iterator for NURBS curve CVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator class for NURBS curve control vertices (CVs). The iteration can be for a given curve or for a group of CVs.</para>
        <para>
          <b>Example:</b> Translates the CVs for a curve in the X direction (world space).</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over an entire curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over an entire curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">The curve for the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over an entire curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">The curve for the iteration </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over an entire curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">The curve for the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.getCPtr(Autodesk.Maya.OpenMaya.MItCurveCV)">
      <param name="obj">MItCurveCV</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.next()">
      <summary>
        <para>Advance to the next CV in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the iterator is already at the last CV then this method has no effect. Use <b>isDone</b> to determine if the iterator is at the last CV.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.reset()">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="curve">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="curve">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="curve">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.position(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the current CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="space">the co-oordinate system for the returned point </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.position()">
      <summary>
        <para>Return the position of the current CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.setPosition(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of the current CV to the specified point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">new position of CV </param>
      <param name="space">the co-ordinate system for this transformation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.setPosition(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the position of the current CV to the specified point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">new position of CV </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Translates the current CV by the amount specified in <b>vec</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vec">translation to be applied to the CV </param>
      <param name="space">the co-oordinate system for this transformation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.translateBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Translates the current CV by the amount specified in <b>vec</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vec">translation to be applied to the CV </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.updateCurve()">
      <summary>
        <para>This method is used to signal the curve that it has been changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When modifying a large number of CVs, it is most efficient to call this method after all of the CVs have been modified.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An Object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_index()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_cv()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_currentItem()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_hasHistoryOnCreate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItCurveCV.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.isDone">
      <summary>
        <para>Returns <b>true</b> if the iteration is finished, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>there are no more CVs to iterate on.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if there are no more CVs to iterate on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.index">
      <summary>
        <para>This method returns the index of the current CV in the CV array for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the current CV</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.cv">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>This method returns the current CV as an <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>A handle to the CV requested</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.currentItem">
      <summary>
        <para>This method returns the current CV as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the CV requested</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.hasHistoryOnCreate">
      <summary>
        <para>This method determines if the shape was created with history. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object that this iterator is attached to is not a shape then this method will fail.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if shape has history, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItCurveCV.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCCurveCV" />
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MItCurveCV)">
      <param name="baseIter">MItCurveCV</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="curve">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="curve">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.get_iter()">
      <returns>Returns a MItCurveCV.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.Points(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCCurveCV.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCCurveCV.Objects" />
    <member name="T:Autodesk.Maya.OpenMaya.MItDag">
      <summary>
        <para>DAG Iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the DAG iterator to traverse the DAG either depth first or breadth first, visiting each node and, if desired, retrieving the node (as an <ref>MObject</ref>). The DAG iterator provides a basic filtering capability, so that DAG node retrieval can be limited to a specific type (<ref>MFn::Type</ref>) of node. With filtering enabled the iterator checks to see if the node is compatible with the type of Function Set specified by the filter. See <ref>MFn::Type</ref> for a list of all valid Function set types.</para>
        <para>Since each object, if retrieved, is returned as an <ref>MObject</ref>, the <ref>MObject::hasFn()</ref> method can be used to further check for compatible function set types since an MObjects may be compatible with more than one function set).</para>
        <para>Any compatible Function Set can be attached to the retrieved object to query or or edit it. Often you will want to use the DAG node Function Set (<ref>MFnDagNode</ref>), which is compatible with all DAG objects, to perform basic queries on each node as the iterator traverses the DAG.</para>
        <para>The iterator also provides the capability to reset the root of the iteration, the type of traversal, and the filter.</para>
        <para>Additionally, the iterator can be queried for the root, mode and type of traversal, and to determine if the the traversal has been completed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MItDag+TraversalType,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">TraversalType</param>
      <param name="arg1">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dagInfoObject">MIteratorType</param>
      <param name="arg1">TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the root of iteration at the world node, sets the type of the traversal, and the filter. Sets a return status parameter to indicate success or failure.</para>
        <para>
          <list type="bullet">
            <item>
              <para>kDepthFirst - Traverse vertically first </para>
            </item>
            <item>
              <para>kBreadthFirst - Traverse horizontally first</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dagInfoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.getCPtr(Autodesk.Maya.OpenMaya.MItDag)">
      <param name="obj">MItDag</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset()">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItDag+TraversalType,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="arg1">TraversalType</param>
      <param name="arg2">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="arg1">TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MItDag+TraversalType,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="arg1">TraversalType</param>
      <param name="arg2">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="arg1">TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="path">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="dagInfoObject">MIteratorType</param>
      <param name="arg1">MObject</param>
      <param name="path">MDagPath</param>
      <param name="arg3">TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.reset(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Resets the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The iterator is reset to the previous traversal setting.</para>
      </remarks>
      <param name="dagInfoObject">MIteratorType</param>
      <param name="arg1">MObject</param>
      <param name="path">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.item()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Retrieves DAG node to which the iterator points.</para>
        <para>
          <section>
            <para>Pointer to the DAG node. Null pointer indicates failure.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Null DAG object - end of iteration </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.currentItem()">
      <summary>
        <para>Retrieves DAG node to which the iterator points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to the DAG node. Null pointer indicates failure.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Null DAG object - end of iteration </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.next()">
      <summary>
        <para>Moves to the next node matching the filter in the graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.prune()">
      <summary>
        <para>Prunes iteration tree at current node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.root()">
      <summary>
        <para>Returns the root (start node) of the current traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor sets the root of traversal to the world node. The root can be changed by the <ref>reset()</ref> method.</para>
        <para>
          <section>
            <para>Root of the traversal</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not access node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.getPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Determines a DAG Path to the current item in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="path">The DAG Path that is found (implicit return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.getAllPaths(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Determines all DAG Paths to current item in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="paths">Array of all DAG Paths that are found (implicit return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.isInstanced(System.Boolean)">
      <summary>
        <para>Determines whether the current item (DAG node) in the iteration is directly or indirectly instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If indirect instance flag is false, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1).</para>
        <para>If the indirect flag is true, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1) or if the Node is not multipuly instanced, but it has a directly instanced parent (node-&gt;parentCount()=1 and parent-&gt;parentCount &gt;1).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true = Node is instanced (directly or indirectly according to indirect instance flag) </para>
                </item>
                <item>
                  <para>false = Node is not instanced (directly or indirectly according to indirect instance flag)</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or invalid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indirect">Indirect instance flag </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.isInstanced()">
      <summary>
        <para>Determines whether the current item (DAG node) in the iteration is directly or indirectly instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If indirect instance flag is false, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1).</para>
        <para>If the indirect flag is true, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1) or if the Node is not multipuly instanced, but it has a directly instanced parent (node-&gt;parentCount()=1 and parent-&gt;parentCount &gt;1).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true = Node is instanced (directly or indirectly according to indirect instance flag) </para>
                </item>
                <item>
                  <para>false = Node is not instanced (directly or indirectly according to indirect instance flag)</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or invalid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.instanceCount(System.Boolean)">
      <summary>
        <para>Determines the number of times the current item (DAG node) in the iteration is instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>total</em> is false the number of direct instances is returned, which is the same as the node's parent count.</para>
        <para>If <em>total</em> is true the total number of instances is returned, including indirect instances resulting from instancing higher up the DAG hierarchy (i.e. one or more of the node's ancestors also has multiple instances).</para>
        <para>
          <section>
            <para>Number of instances.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or invalid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="total">Controls whether to include indirect instances in the count. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.traverseUnderWorld(System.Boolean)">
      <summary>
        <para>Specifies whether underworld traversal is turned on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is off.</para>
        <para>The underworld for a shape is a sub dag that hangs off of the shape. For example, if you have a curve on surface for a shape then there will be an underworld or sub-dag for the curve on surface.</para>
      </remarks>
      <param name="flag">turns on/off underworld traversal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_depth()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_type()">
      <returns>Returns a TraversalType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_fullPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_partialPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_willTraverseUnderWorld()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDag.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.isDone">
      <summary>
        <para>Indicates end of iteration path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> when done, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.depth">
      <summary>
        <para>Returns the height or depth of the current node in the DAG relative to the root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The root node has a depth of zero.</para>
        <para>
          <section>
            <para>Depth of the current node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.type">
      <summary>
        <para>Returns the direction of the traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kDepthFirst</b> Recursively visits grandchildren of each child node </para>
                </item>
                <item>
                  <para>
                    <b>kBreadthFirst</b> Recursively visits each child/parent node before any grandchild/grandparent nodes</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or internal error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.fullPathName">
      <summary>
        <para>Return a string representing the full path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The full path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or invalid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.partialPathName">
      <summary>
        <para>Return a string representing the partial path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The partial path is the minimum path that is still unique. This string may contain wildcards.</para>
        <para>
          <section>
            <para>The partial path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or invalid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.willTraverseUnderWorld">
      <summary>
        <para>Returns true if this iterator will traverse into underworld items. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The underworld for a shape is a sub dag that hangs off of the shape. For example, if you have a curve on surface for a shape then there will be an underworld or sub-dag for the curve on surface.</para>
        <para>
          <section>
            <para>Boolean: <b>true</b> if underworld traversal is on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDag.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDag.TraversalType">
      <summary>
        <para>Order in which nodes should be traversed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kInvalidType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kDepthFirst">
      <summary>
        <para>Visit a node's children before moving on to its siblings. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kBreadthFirst">
      <summary>
        <para>Visit a node's siblings before moving on to its children. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDag.TraversalType">
      <summary>
        <para>Order in which nodes should be traversed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kInvalidType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kDepthFirst">
      <summary>
        <para>Visit a node's children before moving on to its siblings. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDag.TraversalType.kBreadthFirst">
      <summary>
        <para>Visit a node's siblings before moving on to its children. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDag" />
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MItDag)">
      <param name="baseIter">MItDag</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MItDag+TraversalType,Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="traversaltype">optional TraversalType</param>
      <param name="type">optional Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDag+TraversalType)">
      <param name="daginfoobject">MIteratorType</param>
      <param name="traversaltype">optional TraversalType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.get_iter()">
      <returns>Returns a MItDag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.get_DagPaths()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.DagPaths" />
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.Objects" />
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph">
      <summary>
        <para>Dependency Graph Iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterate over Dependency Graph (DG) Nodes or Plugs starting at a specified root Node or Plug.</para>
        <para>Set and query the root of the iteration.</para>
        <para>Set and query the direction (downstream or upstream), traversal priority (depth first or breadth first) and level of detail (Node level or Plug level) of the iteration.</para>
        <para>Set and disable a filter to iterate over only speicifc types (<ref>MFn::Type</ref>) of Nodes.</para>
        <para>Reset the root, filter, direction, traversal priority and level of detail of the iteration.</para>
        <para>Prune branches of the graph from iteration.</para>
        <para>In Maya, all geometry, animation and rendering information is implemented in nodes in the Dependency Graph (DG). The DG includes the Directed Acyclic Graph (DAG). Therefore, all DAG nodes are also DG nodes. The data on nodes is associated with Attributes. Attributes on nodes are connected to Attributes on other nodes via plugs on the Attributes. Plugs are, in effect the external intefaces of Attributes.</para>
        <para>The DG Iterator Class (<ref>MItDependencyGraph</ref>) provides methods for iterating over either nodes or plugs, as well as methods for setting and querying the characteristics and behaviour of the iterator.</para>
        <para>This iterator will traverse all connected attributes upstream or downstream from the root node of the traversal. For non root nodes, only attributes that are affected by the incoming attribute to that node will be traversed. Hence, only nodes to which data from the root node is flowing will be traversed.</para>
        <para>By default, the iterator does not traverse world-space attribute dependencies (an example of a world-space dependency is that translateX affects worldMatrix). The setTraversalOverWorldSpaceDependents method can be used to enable such traversal. Note that even when world-space traversal is enabled, the iterator will only iterate to connected nodes. It does not iterate up and down through the dag hierarchy.</para>
        <para>The DG Iterator is used in conjunction with the Maya Object (<ref>MObject</ref>), plug (<ref>MPlug</ref>), Maya Object Array (<ref>MObjectArray</ref>) and plug Array (<ref>MPlugArray</ref>) classes.</para>
        <para>It is also useful to use Function Sets specific to the nodes returned by the iterator to query and modify the nodes in the DG.</para>
        <para>The DG itself can be modified using a DG Modifer (<ref>MDGModifier</ref>).</para>
        <para>Additionally, nodes can be added to and retrieved from selection lists using the Selection List (<ref>MSelectionList</ref>) class and Selection List Iterator (<ref>MItSelectionList</ref>). This can be useful for obtaining the root node for an iteration.</para>
        <para>Attributes on the nodes can be manipulated using the Attribute Function Set (<ref>MFnAttribute</ref>) and its derivations. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Constructor for a DG Iterator with a root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Iterator created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for direction, traversal, or level - default used </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not create iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rootNode">Root node </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.getCPtr(Autodesk.Maya.OpenMaya.MItDependencyGraph)">
      <param name="obj">MItDependencyGraph</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.reset()">
      <summary>
        <para>Clears iterator data and resets the iterator to the root node or plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is enabled, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="filter">Object type filter (see MFn::Type) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootPlug">MPlug</param>
      <param name="filter">Object type filter (see MFn::Type) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
      <param name="level">Level of detail of the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
      <param name="traversal">Order of traversal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">Primary direction of iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetTo(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Clears iterator data and re-initializes the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is provided, the iterator automatically advances to the next node after the root node that matches the filter. If no matching node is found the status is failure (MFn::kFailure).</para>
      </remarks>
      <param name="rootNode">Root node of the iteration </param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.rootNode()">
      <summary>
        <para>Retrieves the root node of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The root node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Root node is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Root node not retrieved - iterator does not exist or is not accessible, or root node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.rootPlug()">
      <summary>
        <para>Retrieves the root plug of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The root plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Root plug is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Root plug not retrieved - iterator does not exist or is not accessible, or root plug does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.setCurrentFilter()">
      <summary>
        <para>Sets the node or plug filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Plug filtering is based on the type of the corresponding Attribute. Defaults to disabled (<ref>MFn::kInvalid</ref>). If a valid filter is specified, the iterator automatically advances to the next node that matches the filter. If no matching node status is failure (MFn::kFailure).</para>
        <para>Disables pruning on the new filter (default). Use <ref>enablePruningOnFilter()</ref> method to enable pruning. No other iterator data is changed. If new filter is the same as current filter, no action is taken.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.resetFilter()">
      <summary>
        <para>Resets the node or plug filter to default, <ref>MFn::kInvalid</ref> (filter disabled). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Disables pruning on the filter (default). Resets the iterator.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.enablePruningOnFilter()">
      <summary>
        <para>Enables automatic pruning of iteration path at nodes or plugs which do not match the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.disablePruningOnFilter()">
      <summary>
        <para>Disables automatic pruning of iteration path at nodes or plugs which do not match the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.currentDirection()">
      <summary>
        <para>Reports the direction of the iteration through the graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kDownstream</ref>
                    </b> Direction is downstream </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kDownstream</ref>
                    </b> Direction is upstream</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Direction is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Direction not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Direction.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.toggleDirection()">
      <summary>
        <para>Toggles the direction of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resets the root of the iteration to the current node or plug depending on the level of iteration. Clears iterator path data. If a valid filter is enabled, the iterator automatically advances to the next node that matches the filter. If no matching node is found the status is failure (MFn::kFailure). No other iterator parameters are affected.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.currentTraversal()">
      <summary>
        <para>Reports the traversal mode of the iteration through the graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kDepthFirst</ref>
                    </b> Traversal is depth first </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kBreadthFirst</ref>
                    </b> Traversal is breadth first</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Traversal is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Traversal not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Traversal.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.toggleTraversal()">
      <summary>
        <para>Toggles the traversal of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resets the root of the iteration to the current node or plug depending on the level of iteration. Clears iterator path data. If a valid filter is enabled, the iterator automatically advances to the next node that matches the filter. If no matching node is found the status is failure (MFn::kFailure). No other iterator parameters are affected.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.atNodeLevel()">
      <summary>
        <para>Tests whether or not the iteration is at the node level of detail (every node is visited only once) in the DG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> node level (<ref>MItDependencyGraph::kNodeLevel</ref>) </para>
                </item>
                <item>
                  <para>
                    <b>false</b> plug level (<ref>MItDependencyGraph::kPlugLevel</ref>)</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Level is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Level not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.currentLevel()">
      <summary>
        <para>Reports the level of the iteration through the graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kNodeLevel</ref>
                    </b> Level is node level </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MItDependencyGraph::kPlugLevel</ref>
                    </b> Level is plug level</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Level is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Level not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Level.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.setTraversalOverWorldSpaceDependents(System.Boolean)">
      <summary>
        <para>This method controls whether the iterator will include world-space attribute dependencies in its traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, say there is an animation curve attached to the translateX attribute on a transform, and an upstream iterator starts at the worldMatrix attribute. If world-space traversal is enabled, the iterator will get to the animation curve. Note however that even when world-space traversal is enabled, the iterator will only iterate to connected nodes. It does not iterate up and down through the dag hierarchy.</para>
        <para>By default, traversal of world-space dependencies is disabled.</para>
      </remarks>
      <param name="val">True to enable traversal of world-space dependencies, false to disable.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.toggleLevel()">
      <summary>
        <para>Toggles the level of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resets the root of the iteration to the current node or plug depending on the level of iteration. Clears iterator path data. If a valid filter is enabled, the iterator automatically advances to the next node that matches the filter. If no matching node is found the status is failure (MFn::kFailure). No other iterator parameters are affected.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.next()">
      <summary>
        <para>Iterates to the next node or plug in accordance with the direction, traversal, level and filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is set, the iterator only visits those nodes that match the filter. When filtering is enabled nodes that have unknown type are treated as non-matching nodes. With filtering disabled, iteration to a node with an unknown type is treated as a failure. An attempt to iterate when there is nothing left to iterate over has no effect.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.prune()">
      <summary>
        <para>Prunes the search path at the current plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterator will not visit any of the plugs connected to the pruned plug.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.thisNode()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Retrieves the current node of the iteration. Results in a null object on failure or if the node is of a unrecognized type.</para>
        <para>
          <section>
            <para>Current node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> node is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node not retrieved. Iterator does not exist or is not accessible, or node does not exist or is not accessible, or node type is not recognized, or iteration is done (null Object returned) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.currentItem()">
      <summary>
        <para>Retrieves the current node of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Results in a null object on failure or if the node is of a unrecognized type.</para>
        <para>
          <section>
            <para>Current node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> node is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node not retrieved - iterator does not exist or is not accessible, or node does not exist or is not accessible, or node type is not recognized, or iteration is done (null Object returned) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.thisNodeHasUnknownType()">
      <summary>
        <para>Indicates whether or not the current node has an unrecognised type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful if an unexpected failure is encountered in the <ref>next()</ref> or <ref>thisNode()</ref> methods.</para>
        <para>Returns true only if node exists but is not a recognizable type.</para>
        <para>Returns false if node exists and is recognizable. Also returns false on failure or if the iteration is done.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Unknown type </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Type is known or iterator is done or failure encountered</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Return not valid - iterator does not exist or is not accessible, or node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.thisPlug()">
      <summary>
        <para>Retrieves the current plug of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Results in a null plug on failure.</para>
        <para>
          <section>
            <para>Current plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> plug is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> plug not retrieved - the iteration is done, iterator does not exist or is not accessible, or plug does not exist or is not accessible (null plug returned) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.previousPlug()">
      <summary>
        <para>Retrieves the previous plug of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Results in a null plug on failure. Null plug may also indicate that the current plug is the root plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Current plug</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> plug is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> plug not retrieved - iterator does not exist or is not accessible, plug does not exist or is not accessible, or current plug may be root plug (null plug returned) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.getNodesVisited(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Retrieves all nodes visited during the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>State of the provided array is undefined if this method fails.</para>
      </remarks>
      <param name="nodesVisted">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.getPlugsVisited(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Retrieves all plugs visited during the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>State of the provided array is undefined if this method fails.</para>
      </remarks>
      <param name="plugsVisted">MPlugArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.getNodePath(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Retrieves the direct path from the current node to the root node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Path does not include the current node. State of the provided array is undefined if this method fails.</para>
      </remarks>
      <param name="path">Target array for retrieved path. On success contains direct path from the current node to the root node</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.getPlugPath(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Retrieves the direct path from the current plug to the root plug, with the current plug in element 0 of the array and the root plug in the final element of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once the iterator is done (i.e. <ref>isDone()</ref> returns true) there is no longer a current plug and this method will return an empty array.</para>
        <para>If this method fails the state of the returned array is undefined.</para>
      </remarks>
      <param name="path">Target array for retrieved path. On success contains direct path from the current plug to the root plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.set_currentFilter(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="value">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_currentFilter()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_isPruningOnFilter()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_isDirectionDownStream()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_isTraversalDepthFirst()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_isTraversingOverWorldSpaceDependents()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.currentFilter">
      <summary>
        <para>Retrieves the current node type filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current node type filter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Filter is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Filter status not known - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the node or plug filter. </para>
      </summary>
      <remarks>
        <para>Plug filtering is based on the type of the corresponding Attribute. Defaults to disabled (<ref>MFn::kInvalid</ref>). If a valid filter is specified, the iterator automatically advances to the next node that matches the filter. If no matching node status is failure (MFn::kFailure).</para>
        <para>Disables pruning on the new filter (default). Use <ref>enablePruningOnFilter()</ref> method to enable pruning. No other iterator data is changed. If new filter is the same as current filter, no action is taken.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.isPruningOnFilter">
      <summary>
        <para>Tests whether or not the iteration path is pruned automatically at nodes or plugs which do not match the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Bool: <b>true</b> if pruning is enabled, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> State is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Pruning state not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.isDirectionDownStream">
      <summary>
        <para>Tests whether or not the iteration is moving downstream (in the direction of data flow) in the DG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Direction is downstream (<ref>MItDependencyGraph::kDownstream</ref>) </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Direction is upstream (<ref>MItDependencyGraph::kUpstream</ref>)</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Direction is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Direction not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.isTraversalDepthFirst">
      <summary>
        <para>Tests whether or not the iteration is proceeding depth first (away from the root of the iteration) in the DG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Traversal is depth first (<ref>MItDependencyGraph::kDepthFirst</ref>) </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Traversal is breadth first (<ref>MItDependencyGraph::kBreadthFirst</ref>)</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Traversal is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Traversal not known (default returned) - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.isTraversingOverWorldSpaceDependents">
      <summary>
        <para>Tests whether the iterator is set to traverse world-space attribute dependencies. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Traversing of world-space attributes is enabled. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Traversing of world-space attributes is disabled.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Traversal state was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Iterator does not exist or is not accessible. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.isDone">
      <summary>
        <para>Indicates whether or not all nodes or plugs have been iterated over in accordance with the direction, traversal, level and filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a valid filter is set, the iterator only visits those nodes that match the filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Iteration is done </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Iteration is not done</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Return not valid - iterator does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyGraph.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction">
      <summary>
        <para>Direction within the DG relative to root Node or Plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction.kDownstream">
      <summary>
        <para>From source to destination. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction.kUpstream">
      <summary>
        <para>From destination to source. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal">
      <summary>
        <para>Perform a depth first or breadth first traversal. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal.kDepthFirst">
      <summary>
        <para>Away from root first. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal.kBreadthFirst">
      <summary>
        <para>Equidistant from root first. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level">
      <summary>
        <para>Level of detail of the iteration. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level.kNodeLevel">
      <summary>
        <para>Visit each Node at most once. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level.kPlugLevel">
      <summary>
        <para>Visit each Plug at most once. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction">
      <summary>
        <para>Direction within the DG relative to root Node or Plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction.kDownstream">
      <summary>
        <para>From source to destination. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction.kUpstream">
      <summary>
        <para>From destination to source. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal">
      <summary>
        <para>Perform a depth first or breadth first traversal. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal.kDepthFirst">
      <summary>
        <para>Away from root first. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal.kBreadthFirst">
      <summary>
        <para>Equidistant from root first. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level">
      <summary>
        <para>Level of detail of the iteration. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level.kNodeLevel">
      <summary>
        <para>Visit each Node at most once. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItDependencyGraph.Level.kPlugLevel">
      <summary>
        <para>Visit each Plug at most once. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDependencyGraph" />
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MItDependencyGraph)">
      <param name="baseIter">MItDependencyGraph</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <param name="rootNode">MObject</param>
      <param name="filter">optional Type</param>
      <param name="direction">optional Direction</param>
      <param name="traversal">optional Traversal</param>
      <param name="level">optional Level</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <param name="rootPlug">MPlug</param>
      <param name="filter">optional Type</param>
      <param name="direction">optional Direction</param>
      <param name="traversal">optional Traversal</param>
      <param name="level">optional Level</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph+Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph+Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph+Level)">
      <param name="rootNode">MObject</param>
      <param name="rootPlug">MPlug</param>
      <param name="infoObject">MIteratorType</param>
      <param name="direction">optional Direction</param>
      <param name="traversal">optional Traversal</param>
      <param name="level">optional Level</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.get_iter()">
      <returns>Returns a MItDependencyGraph.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.get_Plugs()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.Objects" />
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.Plugs" />
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyNodes">
      <summary>
        <para>Dependency Node iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the dependency node iterator to traverse all the nodes in Maya's Dependency Graph.</para>
        <para>With filtering enabled, the iterator checks to see if the node is compatible with the type specified by the filter. See <ref>MFn::Type</ref> for a list of all valid types.</para>
        <para>Since MObjects may be compatible with more than one type (nodes are organised in a hierarchy) the <ref>MObject::hasFn()</ref> method can be used to further check for compatible types.</para>
        <para>Any compatible Function Set can be attached to the retrieved object to query or or edit it. Often you will want to use the dependency node function set (<ref>MFnDependencyNode</ref>), which is compatible with all dependency nodes, to perform queries on each node as the iterator Traverses the Dependency Graph. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator and establishes the filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator and establishes the filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="filter">Function set type (MFn::Type)                         \li kInvalid - Filtering disabled
                        \li See MFn::Type for other values
</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator and establishes the filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the iterator and establishes the filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="infoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.getCPtr(Autodesk.Maya.OpenMaya.MItDependencyNodes)">
      <param name="obj">MItDependencyNodes</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.reset(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Resets the iterator and reinitializes the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="filter">Function set type (MFn::Type)                     \li kInvalid - Filtering disabled
                    \li See MFn::Type for other values
</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.reset()">
      <summary>
        <para>Resets the iterator and reinitializes the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.reset(Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Resets the iterator and reinitializes the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="infoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.next()">
      <summary>
        <para>Moves to the next node matching the filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the filter is set to kInvalid, this method advances to the next DG node without doing any filtering.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.get_thisNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.get_item()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyNodes.thisNode">
      <summary>
        <para>Retrieves the dependency node to which the iterator points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The dependency node. A null <ref>MObject</ref> indicates failure.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> null <ref>MObject</ref> - end of iteration </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyNodes.isDone">
      <summary>
        <para>Indicates end of the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Bool: <b>true</b> if the iteration is done, <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyNodes.item">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Retrieves the dependency node to which the iterator points.</para>
        <para>
          <section>
            <para>The dependency node. A null <ref>MObject</ref> indicates failure.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> null <ref>MObject</ref> - end of iteration </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItDependencyNodes.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDependencyNodes" />
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MItDependencyNodes)">
      <param name="baseIter">MItDependencyNodes</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="filter">optional Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">
      <param name="infoObject">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.get_iter()">
      <returns>Returns a MItDependencyNodes.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyNodes.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyNodes.Objects" />
    <member name="T:Autodesk.Maya.OpenMaya.MCEdits" />
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MItEdits)">
      <param name="baseIter">MItEdits</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits+EditStatus,Autodesk.Maya.OpenMaya.MItEdits+Direction)">
      <param name="editsOwner">MObject</param>
      <param name="targetNode">optional MObject</param>
      <param name="editStatus">optional EditStatus</param>
      <param name="direction">optional Direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,Autodesk.Maya.OpenMaya.MItEdits+EditStatus,Autodesk.Maya.OpenMaya.MItEdits+Direction)">
      <param name="editsOwner">MObject</param>
      <param name="targetNodeName">String</param>
      <param name="editStatus">optional EditStatus</param>
      <param name="direction">optional Direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.get_iter()">
      <returns>Returns a MItEdits.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.get_Edits()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCEdits.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCEdits.Edits" />
    <member name="T:Autodesk.Maya.OpenMaya.MItGeometry">
      <summary>
        <para>Iterator class for geometry data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator class for geometry data, and can be used to loop over the CVs of NURBS, the points of subds &amp; lattices, and the vertices of polygonal meshes.</para>
        <para>
          <section>
            <para>Simple traversal.</para>
          </section>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Traversal of a geometry group within a compute() method.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dagPath">The dag path to the object. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dagPath">The dag path to the object. </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dagObject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.UInt32,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dataHandle">MDataHandle</param>
      <param name="groupId">UInt32</param>
      <param name="readOnly">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.UInt32)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dataHandle">MDataHandle</param>
      <param name="groupId">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dataHandle">MDataHandle</param>
      <param name="readOnly">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used to iterate over all of the points/CV/vertices of a dag object given a particular dag path.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The iterator was constructed successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid object was given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dataHandle">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.getCPtr(Autodesk.Maya.OpenMaya.MItGeometry)">
      <param name="obj">MItGeometry</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.next()">
      <summary>
        <para>Advance to the next component in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the iterator is already at the last component then this method has no effect. Use <b>isDone</b> to determine if the iterator is at the last component.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.position(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the current point/CV/vertex component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="space">The transformation space in which the operation is done </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.position()">
      <summary>
        <para>Return the position of the current point/CV/vertex component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.normal(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.normal()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.setPosition(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of the current point/CV/vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">MPoint</param>
      <param name="space">The transformation space in which the operation is done.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.setPosition(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the position of the current point/CV/vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.exactCount()">
      <summary>
        <para>Return the exact number of items in this iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is significantly slower than the <ref>count()</ref> method, so use if only if the precise number is required.</para>
        <para>
          <section>
            <para>The number of items that will be iterated</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.reset()">
      <summary>
        <para>Reset the iterator to the first component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.allPositions(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of all the points/CVs/vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is faster than using the iterator to get values one by one, but uses more memory as it requires an array to hold all the values to be returned.</para>
      </remarks>
      <param name="points">Storage for positions </param>
      <param name="space">The transformation space in which the operation is done</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.allPositions(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Return the position of all the points/CVs/vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is faster than using the iterator to get values one by one, but uses more memory as it requires an array to hold all the values to be returned.</para>
      </remarks>
      <param name="points">Storage for positions </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.setAllPositions(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of all the points/CVs/vertices at once. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is faster than using the iterator to set values one by one, but uses more memory as it requires an array to hold all the values to be set.</para>
      </remarks>
      <param name="points">MPointArray</param>
      <param name="space">The transformation space in which the operation is done</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.setAllPositions(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Set the position of all the points/CVs/vertices at once. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is faster than using the iterator to set values one by one, but uses more memory as it requires an array to hold all the values to be set.</para>
      </remarks>
      <param name="points">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_weight()">
      <returns>Returns a MWeight.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_index()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_component()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_currentItem()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItGeometry.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.isDone">
      <summary>
        <para>Returns <b>true</b> if the iteration is finished, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>there are no more components to iterate on.</para>
        <para>
          <section>
            <para>Bool <b>true</b> if There are no more components to iterate on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.weight">
      <summary>
        <para>Return the weight of the current point/CV/vertex component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current component's weight </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.index">
      <summary>
        <para>This method returns the index of the current point/CV/vertex component in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the current point/CV/vertex.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.component">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>This method returns the current component in the iteration.</para>
        <para>
          <section>
            <para>The current component in the iteration.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.currentItem">
      <summary>
        <para>This method returns the current component in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current component in the iteration.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.count">
      <summary>
        <para>Return the number of items in this iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This number will always be at least as large as the number of items, however in some cases it may be larger. It is useful if allocating space in an array to hold the results, since it will always be of sufficient size. If the exact number of items is required, use the exactCount method instead. The exactCount method is however significantly slower than this method.</para>
        <para>
          <section>
            <para>The number of items that will be iterated</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItGeometry.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItInstancer">
      <summary>
        <para>Particle iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya's Particle Replacement aka Particle Instancing feature allows geometry to be instanced and those instances transformed using particles. More precisely, particles are replaced by arbitrary DAG nodes which maya be transforms with many shapes under them, and multiple DAG paths to those shapes.</para>
        <para>The Instancer Iterator Class (<ref>MItInstancer</ref>) provides methods for iterating over all the dag paths to the shapes created in the scene by the replacement of particles by dag nodes.</para>
        <para>When particles are being replaced by a shape node there will be one dag path corresponding with each particle. If, say, particles are instead being replaced by a transform with five shape nodes somewhere underneath it, then this iterator will visit five paths for every particle. Dag-instancing is also respected: if the given dag node has two child transforms each of which is a path to one shape underneath them, then this iterator will visit two paths. In other words, this iterator does not distinguish between paths resulting from a multiplicity of actual shapes and paths resulting from DAG-instances of individual shapes: all appear as different paths for the current particle.</para>
        <para>A simple usage might look like: <example>
** code example not available in .NET **
</example></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructs a dag-path-to-replaced-particle Iterator and resets it See <ref>reset()</ref> for more information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.#ctor()">
      <summary>
        <para>Constructs a dag-path-to-replaced-particle Iterator and resets it See <ref>reset()</ref> for more information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.getCPtr(Autodesk.Maya.OpenMaya.MItInstancer)">
      <param name="obj">MItInstancer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.reset()">
      <summary>
        <para>Moves the iterator to the first dag-path to the first replaced-particle in the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If none exist, then <ref>isDone()</ref> will be immediately <b>true</b>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.next()">
      <summary>
        <para>Advances the iterator to the next replaced-particle dag-path in the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Calling <ref>reset()</ref>, then repeatedly calling this method until <ref>isDone()</ref> becomes <b>true</b> is equivalent to the following loop structure:</para>
        <para>For every instancer For every particle For every dagPath connected to this instancer</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.nextParticle()">
      <summary>
        <para>Advances the iterator to the next replaced-particle in the scene, skipping over any remaining dag-paths associated with the current replaced-particle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are no more particles associated with the current instancer then the iterator will advance to the next instancer in order to point at the next particle.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.nextInstancer()">
      <summary>
        <para>Advances the iterator to the next instancer in the scene, skipping over any remaining particles associated with the current instancer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.path()">
      <summary>
        <para>Returns the replaced-particle dag-path which the iterator is currently pointing to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each path is to a shape. If the particle is replaced by a shape directly then there will be only one path per particle. If a particle is replaced by a transform with many child shapes then each one of those shapes will have a path. Amongst the paths corresponding to a given particle there may be multiple paths to multiple shapes. If there is no such path, a null path will be returned.</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.matrix()">
      <summary>
        <para>Returns the transformation matrix represented by the current path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no such path, identity matrix will be returned.</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_instancer()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_instancerPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_instancerId()">
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_particleId()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_pathId()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItInstancer.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.isDone">
      <summary>
        <para>Returns <b>true</b> if the iteration is finished, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>there are no more dag-paths to replaced-particles in the scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> There are no more items to iterate over. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> There are more items in the iteration. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.instancer">
      <summary>
        <para>Returns the current instancer node as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.instancerPath">
      <summary>
        <para>Returns the full DAG path to the instancer that generated the current particle instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A NULL path will be returned if there is no current instancer being iterated</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.instancerId">
      <summary>
        <para>Returns a unique identifier for the current instancer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Collectively, this id together with the particle id and the path id uniquely identify a "replaced particle".</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.particleId">
      <summary>
        <para>Returns a unique identifier for the current particle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Collectively, this id together with the instancer id and the path id uniquely identify a "replaced particle".</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.pathId">
      <summary>
        <para>Returns a unique identifier for the current path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Collectively, this id together with the instancer id and the particle id uniquely identify a "replaced particle".</para>
        <para>
          <section>
            <para>See description. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItInstancer.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCInstancer" />
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.#ctor(Autodesk.Maya.OpenMaya.MItInstancer)">
      <param name="baseIter">MItInstancer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.get_iter()">
      <returns>Returns a MItInstancer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.get_Instancers()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.get_Paths()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.get_InstancerPaths()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.Instancers" />
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.Paths" />
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.InstancerPaths" />
    <member name="T:Autodesk.Maya.OpenMayaAnim.MItKeyframe">
      <summary>
        <para>Keyframe Iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterate over the keyframes of a particular Anim Curve Node, and query and edit the keyframe to which the iterator points.</para>
        <para>Determine the time and value of the keyframe, as well as the x,y values and type of the tangent to the curve entering (in tangent) and leaving (out tangent) the keyframe.</para>
        <para>Set the time and value of the keyframe, and the type of the tangents.</para>
        <para>Anim Curves are implemented as Dependency Graph (DG) Nodes. Each Node has multiple ordered and indexed keyframes.</para>
        <para>Use the Keyframe Iterator to systematically visit, and query and/or edit the keyframes of a Anim Curve Node.</para>
        <para>Use the Keyframe Iterator in conjunction with the Anim Curve Function Set (<ref>MFnAnimCurve</ref>) to edit Anim Curve Nodes.</para>
        <para>On creation the iterator is attached to a Anim Curve Node. The iterator may be detached from its current Node and attached to another Anim Curve Node using the <ref>reset()</ref> method.</para>
        <para>Though keyframes within a Node are ordered and indexed, the iterator maintains the index of the current Node internally and does not export it. Use the Anim Curve Function Set to access the index for a keyframe. The index is zero-based. When an iterator is first attached to a Node, either on creation or reset, the index is set to zero. There is an overloaded version of the <ref>reset()</ref> method which does not cause the iterator to change Nodes, but merely resets the index.</para>
        <para>Use the <ref>next()</ref>, <ref>reset()</ref> and <ref>isDone()</ref> methods to perform iterations.</para>
        <para>Use the specific query methods to determine the time, value and tangent information for the keyframe under the iterator.</para>
        <para>Use specific edit methods to set the time and value , as well as the incoming and outgoing tangent type (<ref>MItKeyframe::TangentType</ref>) of the keyframe under the iterator.</para>
        <para>There is no method for setting the x,y value of either of the tangents.</para>
        <para>Setting the time of a keyframe will fail if the new time would require a re-ordering of the keyframes. Use the Anim Curve Functiion Set methods <ref>MFnAnimCurve::remove()</ref> and MFnAnimCurve::addKeyFrame() to re-order the keyframes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator and attaches it to the given Anim Curve Node.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator - Node does not exist, is not accessible or is not a Anim Curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator and attaches it to the given Anim Curve Node.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator - Node does not exist, is not accessible or is not a Anim Curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="animCurveNode">Target Node for attachment of iterator </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.getCPtr(Autodesk.Maya.OpenMayaAnim.MItKeyframe)">
      <param name="obj">MItKeyframe</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Detaches the iterator from the current Anim Curve Node and attaches it to the given Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resets to the first keyframe (index = 0).</para>
      </remarks>
      <param name="animCurveNode">New target Node for attachment to iterator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.reset()">
      <summary>
        <para>Detaches the iterator from the current Anim Curve Node and attaches it to the given Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resets to the first keyframe (index = 0).</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.next()">
      <summary>
        <para>Moves to the next keyframe on the Anim Curve Node to which the iterator is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attempting to move beyond the last keyframe has no effect (and returns success).</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.setInTangentType(Autodesk.Maya.OpenMayaAnim.MItKeyframe+TangentType)">
      <summary>
        <para>Sets the type of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="tangentType">Type to which the tangent is to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.setOutTangentType(Autodesk.Maya.OpenMayaAnim.MItKeyframe+TangentType)">
      <summary>
        <para>Sets the type of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="tangentType">Type to which the tangent is to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.getTangentOut(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Determines the x,y value of the tangent to the curve leaving the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x">Delta x of the slope of the tangent </param>
      <param name="y">Delta y of the slope of the tangent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.getTangentIn(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Determines the x,y value of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x">Delta x of the slope of the tangent </param>
      <param name="y">Delta y of the slope of the tangent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.set_time(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_time()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.set_value(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_value()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.set_inTangentType(Autodesk.Maya.OpenMayaAnim.MItKeyframe+TangentType)">
      <param name="value">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_inTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.set_outTangentType(Autodesk.Maya.OpenMayaAnim.MItKeyframe+TangentType)">
      <param name="value">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_outTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.set_tangentsLocked(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_tangentsLocked()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.isDone">
      <summary>
        <para>Indicates that the iterator has moved beyond the last keyframe on the Anim Curve Node to which the iterator is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <ref>isDone()</ref> returns true, attempting to access the curve via the iterator's <ref>time()</ref>, <ref>value()</ref> etc. methods will return an 'index out of range' error.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Done </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Not done</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.time">
      <summary>
        <para>Determines the time of the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Time (in seconds) of the current keyframe</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the time of the current keyframe. </para>
      </summary>
      <remarks>
        <para>This will fail if setting the time would require re-ordering of the keyframes.</para>
        <para>Tangents may be changed so that the curve remains monotonic with respect to time.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.value">
      <summary>
        <para>Determines the value of the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Value of the current keyframe</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the current keyframe. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.inTangentType">
      <summary>
        <para>Determines the type of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of the tangent</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Iterator holds invalid keyframe index (index &gt;= number of keyframes) - iterator is invalid or index is invalid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or keyframe does not exist or is not aacessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the type of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.outTangentType">
      <summary>
        <para>Determines the type of the tangent to the curve leaving the current keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of the tangent</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Iterator holds invalid keyframe index (index &gt;= number of keyframes) - iterator is invalid or index is invalid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or keyframe does not exist or is not aacessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the type of the tangent to the curve entering the current keyframe. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.tangentsLocked">
      <summary>
        <para>Determines whether the tangents are locked at this keyframe. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the tangents are locked </para>
                </item>
                <item>
                  <para>false if the tangents are not locked</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Iterator holds invalid keyframe index (index &gt;= number of keyframes) - iterator is invalid or index is invalid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or keyframe does not exist or is not aacessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Lock or unlock the tangents at this keyframe. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MItKeyframe.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType">
      <summary>
        <para>&lt; Tangent types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentGlobal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFixed">
      <summary>
        <para>Normally, if a key is moved tangent values will be adjusted to maintain their relationships to the surrounding keys (linear, smooth, etc). </para>
      </summary>
      <remarks>
        <para>If a tangent is set to be fixed then it will not change when keys are moved but will retain its current value. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentLinear">
      <summary>
        <para>For an in tangent this sets it to point directly at the previous key. </para>
      </summary>
      <remarks>
        <para>For an out tangent it points directly to the next key. This is used to create straight lines between keys. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFlat">
      <summary>
        <para>The tangent is horizontal. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentSmooth">
      <summary>
        <para>The in and out tangents are colinear and set to provide a smooth transition from the key before to the key after. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentStep">
      <summary>
        <para>The key's value is maintained until the next key is reached whereupon it immediately jumps to the new key's value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentSlow">
      <summary>
        <para>Slow tangent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFast">
      <summary>
        <para>Fast tangent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentClamped">
      <summary>
        <para>Same as smooth except when two keys are very close together in which case the tangents between them are treated as linear. </para>
      </summary>
      <remarks>
        <para>This corrects for slippage which is sometimes seen when spline tangents are used on keyframes which are close together. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentPlateau">
      <summary>
        <para>Similar to smooth except that minima and maxima between keyframes are flattened, if necessary, to prevent them overshooting their keys. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentStepNext">
      <summary>
        <para>Upon leaving the keyframe the value immediately jumps to that of the next keyframe and stays there. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentAuto">
      <summary>
        <para>The first and last keyframes will have flat tangents. </para>
      </summary>
      <remarks>
        <para>Between, inner keyframes, the animation curve will not over shoot the keyframe values. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType">
      <summary>
        <para>Defines the type of the tangent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentGlobal">
      <summary>
        <para>Global. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFixed">
      <summary>
        <para>Fixed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentLinear">
      <summary>
        <para>Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFlat">
      <summary>
        <para>Flag. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentSmooth">
      <summary>
        <para>Smooth. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentStep">
      <summary>
        <para>Step. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentSlow">
      <summary>
        <para>OBSOLETE kTangentSlow should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentFast">
      <summary>
        <para>OBSOLETE kTangentFast should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentClamped">
      <summary>
        <para>Clamped. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentPlateau">
      <summary>
        <para>Plateau. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentStepNext">
      <summary>
        <para>StepNext. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MItKeyframe.TangentType.kTangentAuto">
      <summary>
        <para>Auto. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MCKeyframe" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.#ctor(Autodesk.Maya.OpenMayaAnim.MItKeyframe)">
      <param name="baseIter">MItKeyframe</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="animCurveNode">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.get_iter()">
      <returns>Returns a MItKeyframe.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.get_Times()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.get_Values()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.iter" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.Times" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.Values" />
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshEdge">
      <summary>
        <para>Polygon edge iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the edge iterator for polygonal surfaces.</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all edges for the polygon. When a component is given this iterator will iterate over the edges specified in the component. When iterating over components a DAG path to the polygon must also be supplied. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.getCPtr(Autodesk.Maya.OpenMaya.MItMeshEdge)">
      <param name="obj">MItMeshEdge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.next()">
      <summary>
        <para>Advance to the next edge in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.reset()">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.reset(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MObject</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.count()">
      <summary>
        <para>Return the number of edges in this iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of edges in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.center(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the center of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of the current edge</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.center()">
      <summary>
        <para>Returns the center of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of the current edge</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.point(System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the specified vertex of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the edge vertex for the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The vertex of the edge we wish to examine (0 or 1) </param>
      <param name="space">The coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.point(System.Int32)">
      <summary>
        <para>Return the position of the specified vertex of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the edge vertex for the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The vertex of the edge we wish to examine (0 or 1) </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.setPoint(Autodesk.Maya.OpenMaya.MPoint,System.UInt32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the specified vertex of the current edge to the given value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new value for the edge </param>
      <param name="index">The vertex index of the current edge we wish to set (0 or 1) </param>
      <param name="space">The coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.setPoint(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Set the specified vertex of the current edge to the given value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new value for the edge </param>
      <param name="index">The vertex index of the current edge we wish to set (0 or 1) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.setSmoothing(System.Boolean)">
      <summary>
        <para>This method sets the current edge to be hard or smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <b>cleanupSmoothing</b> method is no longer required to be called after setSmoothing in Maya3.0 and later versions.</para>
      </remarks>
      <param name="smooth">if true the edge will be smooth (soft), otherwise the edge will be hard.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.setSmoothing()">
      <summary>
        <para>This method sets the current edge to be hard or smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <b>cleanupSmoothing</b> method is no longer required to be called after setSmoothing in Maya3.0 and later versions.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.cleanupSmoothing()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.index(System.Int32)">
      <summary>
        <para>This method returns a vertex index for the current edge based upon the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index can be either 0 or 1 since an edge is made up of exactly two vertices.</para>
        <para>
          <section>
            <para>The index in the vertex list of the edge vertex requested</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The vertex index in current edge (0 or 1) </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.edge()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Get the current edge in the iteration as a component.</para>
        <para>Components are used to specify one or more edges and are usefull in operating on groups of non-contiguous edges for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current edge in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.currentItem()">
      <summary>
        <para>Get the current edge in the iteration as a component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more edges and are usefull in operating on groups of non-contiguous edges for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current edge in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.updateSurface()">
      <summary>
        <para>Signal that this polygonal surface has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.geomChanged()">
      <summary>
        <para>Reset the geom pointer in the <ref>MItMeshEdge</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If you're using <ref>MFnMesh</ref> to update Normals or Color per vertex while iterating, you must call geomChanged on the iterator immediately after the <ref>MFnMesh</ref> call to make sure that your geometry is up to date. A crash may result if this method is not called.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.setIndex(System.Int32,System.Int32&amp;)">
      <summary>
        <para>This method sets the index of the current edge to be accessed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current edge will no longer be in sync with any previous iteration.</para>
        <para>
          <section>
            <para>The index of the current edge in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of desired edge to access. </param>
      <param name="prevIndex">Index of the edge which was current before the change.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.getConnectedFaces(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns an array containing the indices of the faces connected to the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Normally a boundary edge will only have one face connected to it and an internal edge will have two, but if the mesh has manifold geometry then the edge may have three or more faces connected to it.</para>
        <para>
          <section>
            <para>Number of connected faces</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceList">MIntArray</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.getConnectedEdges(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns a list of edges connected to the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of connected edges</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeList">MIntArray</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.numConnectedFaces(System.Int32&amp;)">
      <summary>
        <para>This method returns the number of faces (1 or 2 ) connected to the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceCount">Number of connected faces</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.numConnectedEdges(System.Int32&amp;)">
      <summary>
        <para>This method returns the number of edges connected to the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edgeCount">Number of connected edges.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.connectedToFace(System.Int32)">
      <summary>
        <para>This method determines whether the given face contains the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if contained, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of face to check. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.connectedToEdge(System.Int32)">
      <summary>
        <para>This method determines whether the given edge is connected to the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if contained, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of edge to check. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.onBoundary()">
      <summary>
        <para>This method checks to see if the current edge is a border edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: it is possible to turn all edges into boundaries by extracting faces. In this case, <ref>onBoundary()</ref> will always return true even though it appears that there are internal edges.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if it's a border edge, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.getLength(System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the length of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="length">length of edge </param>
      <param name="space">Coordinate space in which to perform the operation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.getLength(System.Double&amp;)">
      <summary>
        <para>This method returns the length of the current edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="length">length of edge </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.get_isSmooth()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.get_indexProperty()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshEdge.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshEdge.isDone">
      <summary>
        <para>Indicates if all of the edges have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> All edges have been traversed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshEdge.isSmooth">
      <summary>
        <para>This method determines if the current edge in the iteration is smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the edge is smooth (soft), <b>false</b> if the edge is hard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshEdge.indexProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshEdge.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshEdge" />
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MItMeshEdge)">
      <param name="baseIter">MItMeshEdge</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.get_iter()">
      <returns>Returns a MItMeshEdge.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.Centers(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.Lengths(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.get_ConnectedEdges()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.get_ConnectedFaces()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.Objects" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.Indices" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.ConnectedEdges" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.ConnectedFaces" />
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshFaceVertex">
      <summary>
        <para>Face vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for face vertices on polygonal surfaces.</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all polygons for the surface. When a component is given this iterator will iterate over the polygons specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all face vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all face vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all face vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all face vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getCPtr(Autodesk.Maya.OpenMaya.MItMeshFaceVertex)">
      <param name="obj">MItMeshFaceVertex</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.next()">
      <summary>
        <para>Advance to the next face vertext in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.reset()">
      <summary>
        <para>Reset the iterator to the first face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Reset the iterator to the first face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.position(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertex position</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.position()">
      <summary>
        <para>Return the position of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertex position</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getNormal(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the face vertex normal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">Storage for the normal </param>
      <param name="space">The transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getNormal(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the face vertex normal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">Storage for the normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getTangent(Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the face vertex tangent associated with the given UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction.</para>
        <para>
          <section>
            <para>The normalized tangent vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <param name="space">The transformation space. </param>
      <param name="uvSet">The name of the uv set. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getTangent(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the face vertex tangent associated with the given UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction.</para>
        <para>
          <section>
            <para>The normalized tangent vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <param name="space">The transformation space. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getTangent()">
      <summary>
        <para>Return the face vertex tangent associated with the given UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction.</para>
        <para>
          <section>
            <para>The normalized tangent vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getBinormal(Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the face vertex binormal associated with the UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normalized binormal vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <param name="space">The transformation space </param>
      <param name="uvSet">The name of the associated UV set. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getBinormal(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the face vertex binormal associated with the UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normalized binormal vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <param name="space">The transformation space </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getBinormal()">
      <summary>
        <para>Return the face vertex binormal associated with the UV set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normalized binormal vector. A null vector will be returned if the tangent can't be found. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.hasUVs(System.String)">
      <summary>
        <para>Does this face vertex has UV's mapped or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face vertex has UV's mapped, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSet">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUV(System.Single[],System.String)">
      <summary>
        <para>Return the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">Storage for u and v values </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUV(System.Single[])">
      <summary>
        <para>Return the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">Storage for u and v values </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUVIndex(System.Int32&amp;,System.String)">
      <summary>
        <para>Returns the index of the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="index">Storage for the texture coordinate index of the current face vertex </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUVIndex(System.Int32&amp;)">
      <summary>
        <para>Returns the index of the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="index">Storage for the texture coordinate index of the current face vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUVIndex(System.Int32&amp;,System.Single&amp;,System.Single&amp;,System.String)">
      <summary>
        <para>Returns the index of the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="index">Storage for the texture coordinate index of the current face vertex </param>
      <param name="u">Single&amp;</param>
      <param name="v">Single&amp;</param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getUVIndex(System.Int32&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Returns the index of the texture coordinate for the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="index">Storage for the texture coordinate index of the current face vertex </param>
      <param name="u">Single&amp;</param>
      <param name="v">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getColor(Autodesk.Maya.OpenMaya.MColor,System.String)">
      <summary>
        <para>Return a color of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Current face vertex color </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Return a color of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Current face vertex color </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getColorIndex(System.Int32&amp;,System.String)">
      <summary>
        <para>Return a color index of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">Storage for the color index </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.getColorIndex(System.Int32&amp;)">
      <summary>
        <para>Return a color index of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">Storage for the color index </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.updateSurface()">
      <summary>
        <para>Signal that this polygonal surface has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.geomChanged()">
      <summary>
        <para>Reset the geom pointer in the <ref>MItMeshFaceVertex</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.setIndex(System.Int32,System.Int32,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>This method sets the index of the current face vertex to be accessed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current face vertex will no longer be in sync with any previous iteration.</para>
      </remarks>
      <param name="faceId">Int32</param>
      <param name="vertFaceId">Int32</param>
      <param name="prevFaceId">Index of the face which was current before the change. </param>
      <param name="prevVertId">Face-relative index of the vertex which was current before the change.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_vertId()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_faceId()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_faceVertId()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_faceVertex()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_currentItem()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_normalId()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_tangentId()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_hasUVsProperty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_hasColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.isDone">
      <summary>
        <para>Indicates if all of the face vertices have been traversed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> All face vertices have been traversed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.vertId">
      <summary>
        <para>Returns the index of the current face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the current face vertex.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.faceId">
      <summary>
        <para>Returns the current face index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the current face.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.faceVertId">
      <summary>
        <para>Returns the relative index of the vertex within the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index together with the faceId can be used for a fast access to get various info stored per vertex (normals, uvs, colors).</para>
        <para>
          <section>
            <para>The relative index of the current vertex.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.faceVertex">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Returns the double componet index of the vertex and face.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> containing the double index.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.currentItem">
      <summary>
        <para>Returns the double componet index of the vertex and face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> containing the double index.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.normalId">
      <summary>
        <para>Returns the normal index for the specified vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element in the normal array returned by <ref>MFnMesh::getNormals</ref>. These normals are per-polygon per-vertex normals. See the <ref>MFnMesh</ref> description for more information on normals.</para>
        <para>
          <section>
            <para>The index of the normal for the current vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.tangentId">
      <summary>
        <para>Returns the tangent (or binormal) index for the specified vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element in the normal array returned by <ref>MFnMesh::getTangents</ref>. These tangent or binormals are per-polygon per-vertex. See the <ref>MFnMesh</ref> description for more information on tangents and binormals.</para>
        <para>
          <section>
            <para>The index of the tangnet for the current vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.hasUVsProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.hasColor">
      <summary>
        <para>This method determines whether the current face vertex has color-per-vertex set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if at least one vertex has color, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshFaceVertex" />
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MItMeshFaceVertex)">
      <param name="baseIter">MItMeshFaceVertex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_iter()">
      <returns>Returns a MItMeshFaceVertex.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_VertIds()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_FaceIds()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_FaceVertIds()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_NormalIds()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.get_TangentIds()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Positions(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Normals(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Tangents(System.String,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="uvset">String</param>
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Binormals(System.String,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="uvset">String</param>
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Objects" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.VertIds" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.FaceIds" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.FaceVertIds" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.NormalIds" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.TangentIds" />
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshPolygon">
      <summary>
        <para>Polygon iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for polygonal surfaces (meshes).</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all polygons for the surface. When a component is given this iterator will iterate over the polygons (faces) specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all polygons of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all polygons of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all polygons of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all polygons of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getCPtr(Autodesk.Maya.OpenMaya.MItMeshPolygon)">
      <param name="obj">MItMeshPolygon</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.next()">
      <summary>
        <para>Advance to the next polygon in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.reset()">
      <summary>
        <para>Reset the iterator to the first polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Reset the iterator to the first polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.count()">
      <summary>
        <para>Return the number of polygons in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of polygons in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.polygonVertexCount()">
      <summary>
        <para>Return the number of vertices for the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of vertices for the current polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.center(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the center of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of the current polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.center()">
      <summary>
        <para>Return the position of the center of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of the current polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.polygon()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Get the current polygon in the iteration as a component.</para>
        <para>Components are used to specify one or more polygons and are usefull in operating on groups of non-contiguous polygons for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current polygon in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.currentItem()">
      <summary>
        <para>Get the current polygon in the iteration as a component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more polygons and are usefull in operating on groups of non-contiguous polygons for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current polygon in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.index()">
      <summary>
        <para>Returns the index of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the current polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setIndex(System.Int32,System.Int32&amp;)">
      <summary>
        <para>This method sets the index of the current face to be accessed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current face will no longer be in sync with any previous iteration.</para>
      </remarks>
      <param name="index">The index of desired face to access. </param>
      <param name="prevIndex">The index of the current face in the iteration</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.vertexIndex(System.Int32)">
      <summary>
        <para>Returns the object-relative index of the specified vertex of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index returned may be used to refer to an element in the vertex list returned by <ref>MFnMesh::getPoints</ref>.</para>
        <para>
          <section>
            <para>The index in the polygon array of the given vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The face-relative index of the vertex in the polygon </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getVertices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the vertices of the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertices">An array to place all the vertex indices into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.point(System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the vertex at <b>index</b> in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertex position</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The face-relative index of the vertex in the current polygon </param>
      <param name="space">The coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.point(System.Int32)">
      <summary>
        <para>Return the position of the vertex at <b>index</b> in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertex position</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The face-relative index of the vertex in the current polygon </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPoints(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieves the positions of the vertices on the current face/polygon that the iterator is pointing to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Vertex positions will be inserted into the given array and will be indexed using face-relative vertex IDs (ie. ordered from 0 to (vertexCount of the face) - 1), which should not be confused with the vertexIDs of each vertex in relation to the entire mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pointArray">The array where the vertex positions will be stored </param>
      <param name="space">The coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPoints(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Retrieves the positions of the vertices on the current face/polygon that the iterator is pointing to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Vertex positions will be inserted into the given array and will be indexed using face-relative vertex IDs (ie. ordered from 0 to (vertexCount of the face) - 1), which should not be confused with the vertexIDs of each vertex in relation to the entire mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pointArray">The array where the vertex positions will be stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setPoint(Autodesk.Maya.OpenMaya.MPoint,System.UInt32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the vertex at the given index in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the vertex </param>
      <param name="index">The face-relative index of the vertex in the current polygon </param>
      <param name="space">The coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setPoint(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Set the vertex at the given index in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the vertex </param>
      <param name="index">The face-relative index of the vertex in the current polygon </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setPoints(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets new locations for vertices of the current polygon that the iterator is pointing to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pointArray">The new positions for the vertices. </param>
      <param name="space">The coordinate system for this operation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setPoints(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Sets new locations for vertices of the current polygon that the iterator is pointing to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pointArray">The new positions for the vertices. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.normalIndex(System.Int32)">
      <summary>
        <para>Returns the normal index for the specified vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element in the normal array returned by <ref>MFnMesh::getNormals</ref>. These normals are per-polygon per-vertex normals. See the <ref>MFnMesh</ref> description for more information on normals.</para>
        <para>
          <section>
            <para>The index of the normal for the specified vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertex">Int32</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormal(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the face normal of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">Storage for the normal </param>
      <param name="space">The transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormal(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the face normal of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">Storage for the normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormal(System.UInt32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the face normal of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="Vertexindex">UInt32</param>
      <param name="normal">Storage for the normal </param>
      <param name="space">The transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormal(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the face normal of the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="Vertexindex">UInt32</param>
      <param name="normal">Storage for the normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the normals for all vertices in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vectorArray">MVectorArray</param>
      <param name="space">The transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getNormals(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Returns the normals for all vertices in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vectorArray">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.tangentIndex(System.Int32)">
      <summary>
        <para>Returns the tangent (or binormal) index for the specified vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element in the normal array returned by <ref>MFnMesh::getTangents</ref>. These tangent or binormals are per-polygon per-vertex. See the <ref>MFnMesh</ref> description for more information on tangents and binormals.</para>
        <para>
          <section>
            <para>The index of the tangent for the specified vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertex">Int32</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.hasUVs(System.String)">
      <summary>
        <para>Tests whether this face has UV's mapped or not (either all the vertices for a face should have UV's, or none of them do, so the UV count for a face is either 0, or equal to the number of vertices). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face has UV's mapped, <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSet">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setUV(System.Int32,System.Single[],System.String)">
      <summary>
        <para>Modify the UV value for the given vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face is not already mapped, this method will fail.</para>
      </remarks>
      <param name="vertexId">face-relative index of the vertex to set UV for. </param>
      <param name="uvPoint">The UV values to set it to </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setUV(System.Int32,System.Single[])">
      <summary>
        <para>Modify the UV value for the given vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face is not already mapped, this method will fail.</para>
      </remarks>
      <param name="vertexId">face-relative index of the vertex to set UV for. </param>
      <param name="uvPoint">The UV values to set it to </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUV(System.Int32,System.Single[],System.String)">
      <summary>
        <para>Return the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexId">Int32</param>
      <param name="uvPoint">Storage for u and v values </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUV(System.Int32,System.Single[])">
      <summary>
        <para>Return the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexId">Int32</param>
      <param name="uvPoint">Storage for u and v values </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.String)">
      <summary>
        <para>Modify the UV value for all vertices in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face has not already been mapped, this method will fail.</para>
      </remarks>
      <param name="uArray">All the U values - in local face order </param>
      <param name="vArray">The corresponding V values </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Modify the UV value for all vertices in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face has not already been mapped, this method will fail.</para>
      </remarks>
      <param name="uArray">All the U values - in local face order </param>
      <param name="vArray">The corresponding V values </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.String)">
      <summary>
        <para>Return the all the texture coordinates for the vertices of this face (in local vertex order). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uArray">Storage for u values </param>
      <param name="vArray">Storage for v values </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Return the all the texture coordinates for the vertices of this face (in local vertex order). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uArray">Storage for u values </param>
      <param name="vArray">Storage for v values </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPointAtUV(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String,System.Single)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">Space for the point </param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system for this operation </param>
      <param name="uvSet">UV set to work with </param>
      <param name="tolerance">tolerance value to compare float data type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPointAtUV(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">Space for the point </param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system for this operation </param>
      <param name="uvSet">UV set to work with </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPointAtUV(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">Space for the point </param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getPointAtUV(Autodesk.Maya.OpenMaya.MPoint,System.Single[])">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">Space for the point </param>
      <param name="uvPoint">The UV value to try to locate </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Find the point closest to the given point in the current polygon, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Storage for the UV value </param>
      <param name="space">The coordinate system for this operation </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Find the point closest to the given point in the current polygon, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Storage for the UV value </param>
      <param name="space">The coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[])">
      <summary>
        <para>Find the point closest to the given point in the current polygon, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Storage for the UV value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVIndex(System.Int32,System.Int32&amp;,System.String)">
      <summary>
        <para>Returns the index of the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="vertex">The face-relative vertex index of the current polygon </param>
      <param name="index">Storage for the texture coordinate index of the specified vertex </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVIndex(System.Int32,System.Int32&amp;)">
      <summary>
        <para>Returns the index of the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="vertex">The face-relative vertex index of the current polygon </param>
      <param name="index">Storage for the texture coordinate index of the specified vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVIndex(System.Int32,System.Int32&amp;,System.Single&amp;,System.Single&amp;,System.String)">
      <summary>
        <para>Returns the index of the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="vertex">The face-relative vertex index of the current polygon </param>
      <param name="index">Storage for the texture coordinate index of the specified vertex </param>
      <param name="u">Single&amp;</param>
      <param name="v">Single&amp;</param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVIndex(System.Int32,System.Int32&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Returns the index of the texture coordinate for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index refers to an element of the texture coordinate array for the polygonal object returned by <ref>MFnMesh::getUVs</ref>.</para>
      </remarks>
      <param name="vertex">The face-relative vertex index of the current polygon </param>
      <param name="index">Storage for the texture coordinate index of the specified vertex </param>
      <param name="u">Single&amp;</param>
      <param name="v">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVSetNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method is used to find the UV set names mapped to the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="setNames">The string array to return the UV sets names in</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.hasColor(System.Int32)">
      <summary>
        <para>This method determines whether the current face has color-per-vertex set for any vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if at least one vertex has color, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="localVertexIndex">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColor(Autodesk.Maya.OpenMaya.MColor,System.String)">
      <summary>
        <para>This method gets the average color of the all the vertices in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The average color </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>This method gets the average color of the all the vertices in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The average color </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColor(Autodesk.Maya.OpenMaya.MColor,System.Int32)">
      <summary>
        <para>This method gets the average color of the all the vertices in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The average color </param>
      <param name="vertexIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>This method gets the color of the each vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">Storage for the colors of the vertice in this face </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>This method gets the color of the each vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">Storage for the colors of the vertice in this face </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.numColors(System.Int32&amp;,System.String)">
      <summary>
        <para>This method checks for the number of colors on vertices in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">output Int32&amp;</param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.numColors(System.Int32&amp;)">
      <summary>
        <para>This method checks for the number of colors on vertices in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColorIndex(System.Int32,System.Int32&amp;,System.String)">
      <summary>
        <para>This method returns the colorIndex for a vertex of the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexIndex">Face-relative index of vertex. </param>
      <param name="colorIndex">Color index filled in this function. </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColorIndex(System.Int32,System.Int32&amp;)">
      <summary>
        <para>This method returns the colorIndex for a vertex of the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexIndex">Face-relative index of vertex. </param>
      <param name="colorIndex">Color index filled in this function. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColorIndices(Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>This method returns the colorIndices for each vertex on the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">MIntArray</param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getColorIndices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns the colorIndices for each vertex on the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.numTriangles(System.Int32&amp;)">
      <summary>
        <para>This Method checks for the number of triangles in this face in the current triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getTriangle(System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the vertices and vertex positions of the given triangle in the current face's triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="localTriIndex">Local index of the desired triangle in this face </param>
      <param name="points">Storage for all the vertex points </param>
      <param name="vertexList">Storage for all the vertex indices </param>
      <param name="space">World Space or Object Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getTriangle(System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the vertices and vertex positions of the given triangle in the current face's triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="localTriIndex">Local index of the desired triangle in this face </param>
      <param name="points">Storage for all the vertex points </param>
      <param name="vertexList">Storage for all the vertex indices </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getTriangles(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the vertices and vertex positions of all the triangles in the current face's triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="points">Storage for all the vertex points </param>
      <param name="vertexList">Storage for all the vertex indices </param>
      <param name="space">World Space or Object Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getTriangles(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the vertices and vertex positions of all the triangles in the current face's triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="points">Storage for all the vertex points </param>
      <param name="vertexList">Storage for all the vertex indices </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.updateSurface()">
      <summary>
        <para>Signal that this polygonal surface has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.geomChanged()">
      <summary>
        <para>Reset the geom pointer in the <ref>MItMeshPolygon</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is now being handled automatically inside the iterator, and users should no longer need to call this method directly to sync up the iterator to changes made by <ref>MFnMesh</ref></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getEdges(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the edges contained in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edges">An array to place all the edge indices into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getConnectedFaces(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the faces connected to the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faces">An array to place all the face indices into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getConnectedEdges(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the edges connected to the vertices of the current face, but DOES not include the edges contained in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edges">An array to place all the edge indices into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getConnectedVertices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the object-relative indices of the vertices surrounding the vertices of the current face, but does not include the vertices of the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertices">An array to stuff all the vertex indices into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.isConnectedToFace(System.Int32)">
      <summary>
        <para>This method determines whether the given face is adjacent to the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if connected, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the face to be tested for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.isConnectedToEdge(System.Int32)">
      <summary>
        <para>This method determines whether the given edge is connected to a vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if connected, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the edge to be tested for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.isConnectedToVertex(System.Int32)">
      <summary>
        <para>This method determines whether the given vertex shares an edge with a vertex in the current face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if connected, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the vertex to be tested for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.numConnectedFaces(System.Int32&amp;)">
      <summary>
        <para>This method checks for the number of connected faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceCount">Storage for the face count</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.numConnectedEdges(System.Int32&amp;)">
      <summary>
        <para>This method checks for the number of connected edges on the vertices of this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edgeCount">Storage for the edge count</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.onBoundary()">
      <summary>
        <para>This method determines whether the current face is on a boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if on a boundary, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getArea(System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method gets the area of the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="area">The area </param>
      <param name="space">World Space or Object Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getArea(System.Double&amp;)">
      <summary>
        <para>This method gets the area of the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="area">The area </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.zeroArea()">
      <summary>
        <para>This method checks if its a zero area face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face has zero area, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVArea(System.Double&amp;,System.String)">
      <summary>
        <para>This method gets the UV area of the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="area">The uv area </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.getUVArea(System.Double&amp;)">
      <summary>
        <para>This method gets the UV area of the face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="area">The uv area </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.zeroUVArea()">
      <summary>
        <para>This method checks if the UV area of the face is zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face has zero UV area, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.zeroUVArea(System.String)">
      <summary>
        <para>This method checks if the UV area of the face is zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face has zero UV area, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSet">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_hasUVsProperty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_hasColorProperty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_hasValidTriangulation()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isConvex()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isStarlike()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isLamina()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isHoled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_isPlanar()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isDone">
      <summary>
        <para>Indicates if all of the polygons have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if all polygons have been traversed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.hasUVsProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.hasColorProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.hasValidTriangulation">
      <summary>
        <para>This method checks if the face has a valid triangulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it doesn't, then the face was bad geometry: it may gave degenerate points or cross over itself.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> the face has a valid triangulation <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isConvex">
      <summary>
        <para>This method checks if the face is convex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face is convex, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isStarlike">
      <summary>
        <para>This method checks if the face is starlike. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is, a line from the centre to any vertex lies entirely within the face.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face is starlike, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isLamina">
      <summary>
        <para>This method checks if the face is a lamina (the face is folded over onto itself). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the face is a lamina, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isHoled">
      <summary>
        <para>This method checks if the face has any holes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> the face has one or more holes, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.isPlanar">
      <summary>
        <para>This method checks if the face is planar. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> the face is planar, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshPolygon.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshPolygon" />
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MItMeshPolygon)">
      <param name="baseIter">MItMeshPolygon</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.get_iter()">
      <returns>Returns a MItMeshPolygon.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.get_PolygonVertexCounts()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.Centers(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.Normals(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.Objects" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.PolygonVertexCounts" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.Indices" />
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshVertex">
      <summary>
        <para>Polygon vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for polygonal vertices.</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all vertices for the polygon. When a component is given this iterator will iterate over the vertices specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getCPtr(Autodesk.Maya.OpenMaya.MItMeshVertex)">
      <param name="obj">MItMeshVertex</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.next()">
      <summary>
        <para>Advance to the next vertex in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.reset()">
      <summary>
        <para>Reset the iterator to the first vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.reset(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Reset the iterator to the first vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyObject">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.count()">
      <summary>
        <para>Return the number of vertices in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of vertices in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.index()">
      <summary>
        <para>Returns the index of the current vertex in the vertex list for this polygonal object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Polygonal objects contain a list of vertices. Faces and edges are specified as indicies from this list, in this way vertices can be shared amoung faces and edges.</para>
        <para>
          <section>
            <para>The index in the vertex list for the current vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.vertex()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Get the current vertex in the iteration as a component.</para>
        <para>Components are used to specify one or more vertices and are usefull in operating on groups of non-contiguous vertices for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current vertex in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.currentItem()">
      <summary>
        <para>Get the current vertex in the iteration as a component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more vertices and are usefull in operating on groups of non-contiguous vertices for a surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current vertex in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.position(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the current vertex in the specified space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Object space ignores all transformations for the polygon, world space includes all such transformations.</para>
        <para>
          <section>
            <para>The position of the vertex in the specified space</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Unable to do world space transformation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The transformation space </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.position()">
      <summary>
        <para>Return the position of the current vertex in the specified space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Object space ignores all transformations for the polygon, world space includes all such transformations.</para>
        <para>
          <section>
            <para>The position of the vertex in the specified space</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Unable to do world space transformation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setPosition(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of the current vertex in the given space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the current vertex </param>
      <param name="space">Transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setPosition(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the position of the current vertex in the given space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the current vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Translate the current vertex by the amount specified by the given vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The amount of translation </param>
      <param name="space">The transformation space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.translateBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Translate the current vertex by the amount specified by the given vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The amount of translation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormal(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the normal or averaged normal if unshared of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The normal. </param>
      <param name="space">The transformation space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormal(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the normal or averaged normal if unshared of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The normal. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the normal or averaged normal if unshared of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The normal. </param>
      <param name="faceIndex">Int32</param>
      <param name="space">The transformation space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32)">
      <summary>
        <para>Return the normal or averaged normal if unshared of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The normal. </param>
      <param name="faceIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the normals of the current vertex for all faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vectorArray">MVectorArray</param>
      <param name="space">The transformation space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormals(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Return the normals of the current vertex for all faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vectorArray">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getNormalIndices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns the normal indices of the face/vertex associated with the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normalIndices">The normal indices.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.numUVs(System.Int32&amp;,System.String)">
      <summary>
        <para>This method returns the number of unique UVs mapped on this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">output Int32&amp;</param>
      <param name="uvSet">Name of the uv set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.numUVs(System.Int32&amp;)">
      <summary>
        <para>This method returns the number of unique UVs mapped on this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="count">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUV(System.Single[],System.String)">
      <summary>
        <para>Set the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">The UV value to set. </param>
      <param name="uvSet">Name of the UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUV(System.Single[])">
      <summary>
        <para>Set the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">The UV value to set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUV(System.Single[],System.String)">
      <summary>
        <para>Get the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">UV value. </param>
      <param name="uvSet">Name of the uv set to work with.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUV(System.Single[])">
      <summary>
        <para>Get the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvPoint">UV value. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUV(System.Int32,System.Single[],System.String)">
      <summary>
        <para>Set the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceId">Int32</param>
      <param name="uvPoint">The UV value to set. </param>
      <param name="uvSet">Name of the UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUV(System.Int32,System.Single[])">
      <summary>
        <para>Set the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceId">Int32</param>
      <param name="uvPoint">The UV value to set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUV(System.Int32,System.Single[],System.String)">
      <summary>
        <para>Get the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceId">Int32</param>
      <param name="uvPoint">UV value. </param>
      <param name="uvSet">Name of the uv set to work with.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUV(System.Int32,System.Single[])">
      <summary>
        <para>Get the shared UV value at this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceId">Int32</param>
      <param name="uvPoint">UV value. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>Set the UV value for the specified faces at the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face is not already mapped, the value will not be set. If at least ne face was previously mapped, the method should succeed. If no faces were mapped, the method will fail.</para>
      </remarks>
      <param name="uArray">All the U values - in local face order </param>
      <param name="vArray">The corresponding V values </param>
      <param name="faceIds">The corresponding face Ids </param>
      <param name="uvSet">Name of the uv set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set the UV value for the specified faces at the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the face is not already mapped, the value will not be set. If at least ne face was previously mapped, the method should succeed. If no faces were mapped, the method will fail.</para>
      </remarks>
      <param name="uArray">All the U values - in local face order </param>
      <param name="vArray">The corresponding V values </param>
      <param name="faceIds">The corresponding face Ids </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>Get the UV values for all mapped faces at the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If at least one face was mapped the method will succeed.</para>
      </remarks>
      <param name="uArray">U values in local face order. </param>
      <param name="vArray">V values in local face order. </param>
      <param name="faceIds">The corresponding face Ids </param>
      <param name="uvSet">Name of the uv set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the UV values for all mapped faces at the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If at least one face was mapped the method will succeed.</para>
      </remarks>
      <param name="uArray">U values in local face order. </param>
      <param name="vArray">V values in local face order. </param>
      <param name="faceIds">The corresponding face Ids </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUVIndices(Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>This method returns the uv indices into the normal array see <ref>MFnMesh::getUVs()</ref> of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvIndices">UV indices. </param>
      <param name="uvSet">Name of the uv set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getUVIndices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns the uv indices into the normal array see <ref>MFnMesh::getUVs()</ref> of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvIndices">UV indices. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.updateSurface()">
      <summary>
        <para>Signal that this polygonal surface has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.geomChanged()">
      <summary>
        <para>Reset the geom pointer in the <ref>MItMeshVertex</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If you're using <ref>MFnMesh</ref> to update Normals or Color per vertex while iterating, you must call geomChanged on the iteratior immediately after the <ref>MFnMesh</ref> call to make sure that your geometry is up to date. A crash may result if this method is not called. A similar approach must be taken for updating upstream vertex tweaks with an <ref>MPlug</ref>. After the update, call this method.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.setIndex(System.Int32,System.Int32&amp;)">
      <summary>
        <para>This method sets the index of the current vertex to be accessed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The current vertex will no longer be in sync with any previous iteration.</para>
        <para>
          <section>
            <para>The index of the vertex that was previously current</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of desired vertex to access. </param>
      <param name="prevIndex">Index of vertex which was current before the change.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getConnectedFaces(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the faces connected to the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceList">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getConnectedEdges(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the edges connected to the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edgeList">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getConnectedVertices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method gets the indices of the vertices surrounding the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexList">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.numConnectedFaces(System.Int32&amp;)">
      <summary>
        <para>This Method checks for the number of Connected Faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceCount">The number of connected faces.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.numConnectedEdges(System.Int32&amp;)">
      <summary>
        <para>This Method checks for the number of connected Edges on this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edgeCount">The number of connected edges.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.connectedToFace(System.Int32)">
      <summary>
        <para>This method determines whether the given face contains the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if contained, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceIndex">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.connectedToEdge(System.Int32)">
      <summary>
        <para>This method determines whether the given edge contains the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if contained, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeIndex">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getOppositeVertex(System.Int32&amp;,System.Int32)">
      <summary>
        <para>This gets the other vertex of the given edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexId">Id of the given edge's opposite vertex. </param>
      <param name="edgeId">The edge to get the other vertex for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.onBoundary()">
      <summary>
        <para>This method determines whether the current vertex is on a Boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if contained, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.hasColor(System.Int32)">
      <summary>
        <para>This method determines whether the current Vertex has a color set for one or more faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if a color is set for at least one face, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid index given. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceIndex">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,System.String)">
      <summary>
        <para>This method gets the color of the current vertex in the specified face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Color. </param>
      <param name="faceIndex">The face to get the color for this vertex for </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColor(Autodesk.Maya.OpenMaya.MColor,System.Int32)">
      <summary>
        <para>This method gets the color of the current vertex in the specified face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Color. </param>
      <param name="faceIndex">The face to get the color for this vertex for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColor(Autodesk.Maya.OpenMaya.MColor,System.String)">
      <summary>
        <para>This method gets the color of the current vertex in the specified face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Color. </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>This method gets the color of the current vertex in the specified face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">Color. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>This method gets the colors of the current vertex for each face it belongs to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no colors are assigned to the vertex at all, the return values will be (-1 -1 -1 1). If some but not all of the vertex/face colors have been explicitly set, the ones that have not been set will be (0, 0, 0, 1).</para>
      </remarks>
      <param name="colors">Colors. </param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>This method gets the colors of the current vertex for each face it belongs to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no colors are assigned to the vertex at all, the return values will be (-1 -1 -1 1). If some but not all of the vertex/face colors have been explicitly set, the ones that have not been set will be (0, 0, 0, 1).</para>
      </remarks>
      <param name="colors">Colors. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColorIndices(Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>This method returns the colorIndices into the color array see <ref>MFnMesh::getColors()</ref> of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">MIntArray</param>
      <param name="colorSetName">Name of the color set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.getColorIndices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method returns the colorIndices into the color array see <ref>MFnMesh::getColors()</ref> of the current vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorIndex">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.get_hasColorProperty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItMeshVertex.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshVertex.isDone">
      <summary>
        <para>Indicates if all of the vertices have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if all vertices have been traversed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshVertex.hasColorProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MItMeshVertex.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshVertex" />
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MItMeshVertex)">
      <param name="baseIter">MItMeshVertex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="polyobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.get_iter()">
      <returns>Returns a MItMeshVertex.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.Positions(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.Normals(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.Objects" />
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.Indices" />
    <member name="T:Autodesk.Maya.OpenMaya.MItSelectionList">
      <summary>
        <para>Iterate over the items in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class for iterating over the items in an MSelection list. A filter can be specified so that only those items of interest on a selection list can be obtained.</para>
        <para>If a filter is specified then the children of DAG selection items will be searched if the selection item does not match the filter. For example, if <em>filter = <ref>MFn::kNurbsCurve</ref></em> and a transform is selected then the underlying shape for the transform will be in the iteration if it is a nurbs curve.</para>
        <para>
          <b>Example:</b> (of a simple traversal)</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <b>Example:</b> (of a traversal to find all active cameras)</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a iterator for the given selection list.</para>
        <para>NOTE: this class iterates on a copy of the given list and so any changes to the original list will not be reflected upon in this iterator.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> An iterator was successfully set up </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error constructing iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.#ctor(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a iterator for the given selection list.</para>
        <para>NOTE: this class iterates on a copy of the given list and so any changes to the original list will not be reflected upon in this iterator.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> An iterator was successfully set up </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error constructing iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">The selection list to iterate over </param>
      <param name="arg1">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.#ctor(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a iterator for the given selection list.</para>
        <para>NOTE: this class iterates on a copy of the given list and so any changes to the original list will not be reflected upon in this iterator.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> An iterator was successfully set up </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error constructing iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">The selection list to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getCPtr(Autodesk.Maya.OpenMaya.MItSelectionList)">
      <param name="obj">MItSelectionList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.next()">
      <summary>
        <para>Advance to the next item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If components are selected then advance to next component.</para>
        <para>If a filter is specified then the next item will be one that matches the filter.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.reset()">
      <summary>
        <para>Reset the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a filter has been specified then the current item will be the first selected item that matches the filter.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getDependNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method retrieves the dependency node of the current selection item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="depNode">a pointer the the dependency node to be retrieved</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getDagPath(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method retrieves the dag path and the components of the current selection item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If components are not selected then NULL is assigned to the component pointer.</para>
      </remarks>
      <param name="dagPath">The dag path of the current selection item. </param>
      <param name="component">A pointer to the selected components of the current selection item.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getDagPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method retrieves the dag path and the components of the current selection item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If components are not selected then NULL is assigned to the component pointer.</para>
      </remarks>
      <param name="dagPath">The dag path of the current selection item. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method retrieves the plug of the current selection item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="plug">The plug of the current selection item.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.getStrings(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the string representation of the current item in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is possible that it will require more than one string to represent the item (the item may contain groups of CVs for example), so a string array is used to pass back the results.</para>
      </remarks>
      <param name="array">Storage for the returned array.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.itemType()">
      <summary>
        <para>Returns the current selection item type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>kDagSelectionItem - selection item is in the DAG </para>
                </item>
                <item>
                  <para>kAnimSelectionItem - selection item is a keyset </para>
                </item>
                <item>
                  <para>kDNselectionItem - selection item is a dependency node</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The selection item type was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Iterator error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a selItemType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.setFilter(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Apply a filter to the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Selection items not matching the filter type will be excluded from the iteration.</para>
      </remarks>
      <param name="filter">The MFn::Type that you will be included in the iteration. See MFn.h for possible types.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.get_hasComponents()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSelectionList.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSelectionList.isDone">
      <summary>
        <para>Specifies whether or not there is anything more to iterator over. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if there is nothing else to iterate over </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if there are more items left to iterate over</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error, iterator not set up correctly </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSelectionList.hasComponents">
      <summary>
        <para>Returns whether or not the current selection item has components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the current selection item has components </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the current selection item does not have components</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> hasComponents successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSelectionList.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType">
      <summary>
        <para>Types of items which can appear on a selection list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kDagSelectionItem">
      <summary>
        <para>DAG node or component. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kAnimSelectionItem">
      <summary>
        <para>keyset </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kDNselectionItem">
      <summary>
        <para>dependency node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kPlugSelectionItem">
      <summary>
        <para>plug </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kUnknownItem">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType">
      <summary>
        <para>Types of items which can appear on a selection list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kDagSelectionItem">
      <summary>
        <para>DAG node or component. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kAnimSelectionItem">
      <summary>
        <para>keyset </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kDNselectionItem">
      <summary>
        <para>dependency node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kPlugSelectionItem">
      <summary>
        <para>plug </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MItSelectionList.selItemType.kUnknownItem">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdEdge">
      <summary>
        <para>Subdiv edge iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv edges. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all edges of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="subdObject">The surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.getCPtr(Autodesk.Maya.OpenMaya.MItSubdEdge)">
      <param name="obj">MItSubdEdge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.reset()">
      <summary>
        <para>Reset the iterator to the first edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.next()">
      <summary>
        <para>Advance to the next edge in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.setLevel(System.Int32)">
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">Level of the subdiv </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.index()">
      <summary>
        <para>Returns the index of the current edge in the edge list for this subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index in the edge list for the current edge</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.setSharpness(System.Boolean)">
      <summary>
        <para>Marks the edge as sharp. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sharp">Boolean to mark the edge as sharp or not </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_isValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_level()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_isSharp()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_isBoundary()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdEdge.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.isDone">
      <summary>
        <para>Indicates if all of the edges have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> All vertices have been traversed </para>
                </item>
                <item>
                  <para>
                    <b>false</b> There are more vertices in the iteration</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.isValid">
      <summary>
        <para>Checks if the iterator is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>bool</b> Boolean to indicate whether the iterator is valid or not.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.level">
      <summary>
        <para>Returns the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The level.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.isSharp">
      <summary>
        <para>Returns true if the edge is sharp. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>boolean indicating whether the edge is sharp or not.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.isBoundary">
      <summary>
        <para>Checks if the edge is a boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean indicating whether the edge is boundary or not.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdEdge.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdEdge" />
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MItSubdEdge)">
      <param name="baseIter">MItSubdEdge</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="subdobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.get_iter()">
      <returns>Returns a MItSubdEdge.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdEdge.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdEdge.Indices" />
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdFace">
      <summary>
        <para>Subdiv face iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv faces. It will iterate over all of the surface's faces. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all faces of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all faces of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="subdObject">The subdiv surface </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.getCPtr(Autodesk.Maya.OpenMaya.MItSubdFace)">
      <param name="obj">MItSubdFace</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.reset()">
      <summary>
        <para>Reset the iterator to the first face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.next()">
      <summary>
        <para>Advance to the next face in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.setLevel(System.UInt32)">
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">New level. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.index()">
      <summary>
        <para>Returns the index of the current face for this subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index in the face list for the current face</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.get_isValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.get_level()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdFace.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdFace.isDone">
      <summary>
        <para>Indicates if all of the faces have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> All vertices have been traversed </para>
                </item>
                <item>
                  <para>
                    <b>false</b> There are more vertices in the iteration</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdFace.isValid">
      <summary>
        <para>Checks if the iterator is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>bool</b> Boolean to indicate whether the iterator is valid or not.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdFace.level">
      <summary>
        <para>Returns the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The level.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdFace.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdFace" />
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.#ctor(Autodesk.Maya.OpenMaya.MItSubdFace)">
      <param name="baseIter">MItSubdFace</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="subdobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.get_iter()">
      <returns>Returns a MItSubdFace.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdFace.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdFace.Indices" />
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdVertex">
      <summary>
        <para>Subdiv vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv vertices. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an iterator for all vertices of the given subdiv surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="subdObject">The subd surface to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.getCPtr(Autodesk.Maya.OpenMaya.MItSubdVertex)">
      <param name="obj">MItSubdVertex</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.next()">
      <summary>
        <para>Advance to the next vertex in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.reset()">
      <summary>
        <para>Reset the iterator to the first vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.setLevel(System.Int32)">
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">Level of the subdiv </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.index()">
      <summary>
        <para>Returns the index of the current vertex in the vertex list for this subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index in the vertex list for the current vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.get_level()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.get_isValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSubdVertex.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdVertex.isDone">
      <summary>
        <para>Indicates if all of the vertices have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> All vertices have been traversed </para>
                </item>
                <item>
                  <para>
                    <b>false</b> There are more vertices in the iteration</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdVertex.level">
      <summary>
        <para>Returns the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The level.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the level of the subdiv object. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdVertex.isValid">
      <summary>
        <para>Checks if the iterator is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean to indicate whether the iterator is valid or not.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSubdVertex.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdVertex" />
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MItSubdVertex)">
      <param name="baseIter">MItSubdVertex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="subdobject">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.get_iter()">
      <returns>Returns a MItSubdVertex.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.get_Indices()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdVertex.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdVertex.Indices" />
    <member name="T:Autodesk.Maya.OpenMaya.MItSurfaceCV">
      <summary>
        <para>NURBS surface CV iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterator class for NURBS surface CVs.</para>
        <para>
          <b>Example:</b> Translates the CVs for a surface in the X direction (world space).</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surface">The surface for the iteration </param>
      <param name="useURows">If true then the iterator will iterate in the U direction, otherwise it will be in the V direction. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surface">The surface for the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surface">The surface for the iteration </param>
      <param name="component">MObject</param>
      <param name="useURows">If true then the iterator will iterate in the U direction, otherwise it will be in the V direction. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surface">The surface for the iteration </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor is used when iterating over all the CVs on the given surface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surface">The surface for the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.getCPtr(Autodesk.Maya.OpenMaya.MItSurfaceCV)">
      <param name="obj">MItSurfaceCV</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.next()">
      <summary>
        <para>Advance to the next CV in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the iterator is already at the last CV then this method has no effect. Use <b>isDone</b> to determine if the iterator is at the last CV.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.nextRow()">
      <summary>
        <para>Advance to the next row in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The row can be in the U or V direction depending on what value of <b>useURows</b> has been set in the constructor.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.reset()">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.reset(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="surface">MObject</param>
      <param name="useURows">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.reset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="surface">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="surface">MDagPath</param>
      <param name="component">MObject</param>
      <param name="useURows">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.reset(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Reset the iterator to the first CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="surface">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.position(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the position of the current CV in the iteration in the specified space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the current CV in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The coordinate space in which the CV is set </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.position()">
      <summary>
        <para>Returns the position of the current CV in the iteration in the specified space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the current CV in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.setPosition(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of the current CV in the iteration to the specified point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the current CV in the iteration </param>
      <param name="space">The coordinate space in which the CV is set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.setPosition(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the position of the current CV in the iteration to the specified point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="point">The new position for the current CV in the iteration </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Move the current CV in the iteration by the sepcified vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The translation vector </param>
      <param name="space">The coordinate space in which the CV is set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.translateBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Move the current CV in the iteration by the sepcified vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vector">The translation vector </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.getIndex(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the index of the current CV as it appears in CV array for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index returned is a double (U,V) index. To convert this into a single index: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="indexU">Storage for the u index </param>
      <param name="indexV">Storage for the v index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.updateSurface()">
      <summary>
        <para>This method is used to signal the surface that it has been changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When modifying a large number of CVs, it is most efficient to call this method after all of the CVs have been modified.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_isRowDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_index()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_cv()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_currentItem()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_hasHistoryOnCreate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.isDone">
      <summary>
        <para>Returns <b>true</b> if the iteration is finished, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>there are no more CVs to iterate on.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if there are no more CVs to iterate on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.isRowDone">
      <summary>
        <para>Returns <b>true</b> if the current row has no more CVs to iterate over. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The row can be in the U or V direction depending on what value of <b>useURows</b> has been set in the constructor.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the current row in the iteration is finished, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.index">
      <summary>
        <para>Get the index of the current CV as it appears in CV array for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index returned is a single index. To convert this into a double (U,V) index: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The index for the current CV in the iteration</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.cv">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Get the current CV in the iteration as a component.</para>
        <para>Components are used to specify one or more CVs and are usefull in operating on groups of non-contiguous CVs for a curve or surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current CV in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.currentItem">
      <summary>
        <para>Get the current CV in the iteration as a component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more CVs and are usefull in operating on groups of non-contiguous CVs for a curve or surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The current CV in the interation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.hasHistoryOnCreate">
      <summary>
        <para>This method determines if the shape was created with history. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object that this iterator is attached to is not a shape then this method will fail.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the shape has history, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItSurfaceCV.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSurfaceCV" />
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MItSurfaceCV)">
      <param name="baseIter">MItSurfaceCV</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="surface">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <param name="surface">MDagPath</param>
      <param name="component">optional MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.get_iter()">
      <returns>Returns a MItSurfaceCV.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.Points(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <param name="space">optional Space</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.get_Objects()">
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSurfaceCV.iter" />
    <member name="P:Autodesk.Maya.OpenMaya.MCSurfaceCV.Objects" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MLightLinks">
      <summary>
        <para>Class providing read-only Light Linking API functions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides read-only access to the light linking information expressed in Maya's light linker nodes.</para>
        <para>
          <b>Usage</b>
        </para>
        <para>To extract Maya's light linking information, use the following sequence of calls:</para>
        <para>
          <list type="number">
            <item>
              <para>Call <ref>parseLinks()</ref> once. <ref>MLightLinks</ref> will examine the connections to the scene's light linker nodes, and compile the information into a table of light-object links. <ref>parseLinks()</ref> needs to be recalled whenever the scene's light linking changes (objects/lights are added or deleted, or light links are made or broken). </para>
            </item>
            <item>
              <para>Call <ref>getLinkedLights()</ref> or <ref>getLinkedObjects()</ref> to query the lights linked to a particular object, or the objects (and components) linked to a particular light. </para>
            </item>
          </list>
        </para>
        <para>Lights can be linked either to DAG hierarchies or to shading groups. Additionnally, light linking information can store a list of illuminating lights and a list excluded lights. The algorithm used to determine which light should contribute can be described by the pseudo code below. <example>
** code example not available in .NET **
</example></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.IntPtr,System.Boolean,System.Boolean)">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linkNode">The light linker node to be parsed. If this parameter is set to the null object (the default), then all light linker nodes in the scene will be parsed. It is highly recommended that this default be used. </param>
      <param name="verbose">Enables verbose output from the parsing procedure (default false). </param>
      <param name="stream">Stream to which debugging information is output when 'verbose' is set to true. </param>
      <param name="useIgnore">light/object relationship will be queried using getIgnoreObjects or getIgnoreLights. getLinkedObjects and getLinkedLights are not affected. </param>
      <param name="componentSupport">Use component level light links where specified.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.IntPtr,System.Boolean)">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linkNode">The light linker node to be parsed. If this parameter is set to the null object (the default), then all light linker nodes in the scene will be parsed. It is highly recommended that this default be used. </param>
      <param name="verbose">Enables verbose output from the parsing procedure (default false). </param>
      <param name="stream">Stream to which debugging information is output when 'verbose' is set to true. </param>
      <param name="useIgnore">light/object relationship will be queried using getIgnoreObjects or getIgnoreLights. getLinkedObjects and getLinkedLights are not affected. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.IntPtr)">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linkNode">The light linker node to be parsed. If this parameter is set to the null object (the default), then all light linker nodes in the scene will be parsed. It is highly recommended that this default be used. </param>
      <param name="verbose">Enables verbose output from the parsing procedure (default false). </param>
      <param name="stream">Stream to which debugging information is output when 'verbose' is set to true. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linkNode">The light linker node to be parsed. If this parameter is set to the null object (the default), then all light linker nodes in the scene will be parsed. It is highly recommended that this default be used. </param>
      <param name="verbose">Enables verbose output from the parsing procedure (default false). </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linkNode">The light linker node to be parsed. If this parameter is set to the null object (the default), then all light linker nodes in the scene will be parsed. It is highly recommended that this default be used. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.parseLinks()">
      <summary>
        <para>Compiles the information contained in a light linker node into a table of object/light links. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>getLinkedLights()</ref> and <ref>getLinkedObjects()</ref> methods are used to query this table.</para>
        <para>Whenever light linking information changes (objects are added/deleted or links are made/broken), the <ref>parseLinks()</ref> method must be called to update the table with the new link information, otherwise the query methods will return outdated information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, table was generated successfully. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because a non-lightlinker node was supplied for the 'linkNode' parameter. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getCPtr(Autodesk.Maya.OpenMayaRender.MLightLinks)">
      <param name="obj">MLightLinks</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getLinkedLights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Queries the light link table to find the lights that are linked to a particular object or object component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getLinkedLights()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="component">MObject</param>
      <param name="lights">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getLinkedObjects(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Queries the light link table to find the objects or object components that are linked to a particular light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getLinkedObjects()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="light">MDagPath</param>
      <param name="objects">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getIgnoredLights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Queries the light link table to find the lights that ignores a particular object or object component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getIgnoredLights()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="component">MObject</param>
      <param name="lights">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getIgnoredObjects(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Queries the light link table to find the objects or object components that are ignored to a particular light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getIgnoredObjects()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="light">MDagPath</param>
      <param name="objects">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getShadowLinkedLights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Queries the light link table to find the lights that are shadow linked to a particular object or object component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getShadowLinkedLights()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="component">MObject</param>
      <param name="lights">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getShadowLinkedObjects(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Queries the light link table to find the objects or object components that are shadow linked to a particular light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getShadowLinkedObjects()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="light">MDagPath</param>
      <param name="objects">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getShadowIgnoredLights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Queries the light link table to find the lights that ignore a particular object or object component when casting shadows. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is referred to as shadow ignoring the objects. <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getShadowIgnoredLights()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="component">MObject</param>
      <param name="lights">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MLightLinks.getShadowIgnoredObjects(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Queries the light link table to find the objects or object components that are ignored to a particular light when calculating shadows. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These are referred to as shadow ignored objects. <ref>parseLinks()</ref> must have been called at some point to generate the table that is being queried.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because a successful call to <ref>parseLinks()</ref> had not been performed prior to calling <ref>getShadowIgnoredObjects()</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="light">MDagPath</param>
      <param name="objects">MSelectionList</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MMaterialArray">
      <summary>
        <para>Array of pointers of <ref>MMaterial</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MMaterial</ref>. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.#ctor(Autodesk.Maya.OpenMayaUI.MMaterial[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MMaterial[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.#ctor(Autodesk.Maya.OpenMayaUI.MMaterialArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MMaterialArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get(Autodesk.Maya.OpenMayaUI.MMaterial[]&amp;)">
      <param name="outArray">output MMaterial[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.IndexOf(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="item">MMaterial</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Insert(System.Int32,Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="index">Int32</param>
      <param name="item">MMaterial</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Add(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="item">MMaterial</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Contains(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="item">MMaterial</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.CopyTo(Autodesk.Maya.OpenMayaUI.MMaterial[],System.Int32)">
      <param name="array">MMaterial[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Remove(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="item">MMaterial</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.getCPtr(Autodesk.Maya.OpenMayaUI.MMaterialArray)">
      <param name="obj">MMaterialArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MMaterial.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.set_Item(System.Int32,Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="index">Int32</param>
      <param name="value">MMaterial</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.assign(Autodesk.Maya.OpenMayaUI.MMaterialArray)">
      <param name="other">MMaterialArray</param>
      <returns>Returns a MMaterialArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.set(Autodesk.Maya.OpenMayaUI.MMaterial,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MMaterial</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.insert(Autodesk.Maya.OpenMayaUI.MMaterial,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>true if the insert was successful and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.append(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.copy(Autodesk.Maya.OpenMayaUI.MMaterialArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.className()">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the name of this class.</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.Count" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.Item" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMatrix">
      <summary>
        <para>A matrix math class for 4x4 matrices of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to Maya's internal matrix math library allowing matrices to be handled easily, and in a manner compatible with internal Maya data structures.</para>
        <para>All methods that query the matrix are threadsafe, all methods that modify the matrix are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(System.Double[])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(System.Single[])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor()">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="src">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(System.Double[,])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Double[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.#ctor(System.Single[,])">
      <summary>
        <para>The default contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the 4x4 identity matrix. </para>
      </remarks>
      <param name="m">Single[,]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.new_MMatrix_from_double_array(System.Double[])">
      <param name="jarg1">Double[]</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.new_MMatrix_from_float_array(System.Single[])">
      <param name="jarg1">Single[]</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.op_Addition(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="lhs">MMatrix</param>
      <param name="rhs">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.op_Subtraction(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="lhs">MMatrix</param>
      <param name="rhs">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.op_Multiply(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="lhs">MMatrix</param>
      <param name="rhs">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.op_Equality(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="lhs">MMatrix</param>
      <param name="rhs">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.op_Inequality(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="lhs">MMatrix</param>
      <param name="rhs">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.Equals(System.Object)">
      <param name="rhs">Object</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.GetHashCode()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.getCPtr(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="obj">MMatrix</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_Item(System.UInt32,System.UInt32)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.set_Item(System.UInt32,System.UInt32,System.Double)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.assign(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.functor(System.UInt32,System.UInt32)">
      <param name="row">UInt32</param>
      <param name="col">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get(System.Double[,])">
      <summary>
        <para>Fill a 4x4 matrix of doubles with the elements from the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> when success, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="dest">4x4 matrix of doubles to populate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get(System.Single[,])">
      <summary>
        <para>Fill a 4x4 matrix of doubles with the elements from the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> when success, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="dest">4x4 matrix of doubles to populate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.setToIdentity()">
      <summary>
        <para>Set this instance to the 4x4 identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>This matrix. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.setToProduct(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set this instance to the inner product of the two argument matrices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>This matrix. </para>
          </section>
        </para>
      </remarks>
      <param name="left">the left hand matrix for the operation </param>
      <param name="right">the right hand matrix for the operation</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.plusEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.plus(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.minusEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.minus(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.multiplyEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.multiply(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.multiplyEqual(System.Double)">
      <param name="arg0">Double</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.multiply(System.Double)">
      <param name="arg0">Double</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.equalEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="other">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.notEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="other">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MMatrix,System.Double)">
      <summary>
        <para>Determine if the given matrix is equivalent to this instance within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrices are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the matrix to compare to </param>
      <param name="tolerance">the tolerance to use during the comparison</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Determine if the given matrix is equivalent to this instance within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrices are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the matrix to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_identity()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_transpose()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_inverse()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_adjoint()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_homogenize()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_det4x4()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_det3x3()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_isSingular()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.identity">
      <summary>
        <para>The identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.transpose">
      <summary>
        <para>Compute and return the transpose of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transposed matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.inverse">
      <summary>
        <para>Compute and return the inverse of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverted matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.adjoint">
      <summary>
        <para>Compute and return the adjoint of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The adjoint of this matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.homogenize">
      <summary>
        <para>Compute and return a homogenized version of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The homogenized matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.det4x4">
      <summary>
        <para>Compute and return the determinant of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The determinant </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.det3x3">
      <summary>
        <para>Compute and return the determinant of the upper left 3x3 submatrix of this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The determinant </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.isSingular">
      <summary>
        <para>Determines if the given matrix is singular. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrix is singular and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMatrixArray">
      <summary>
        <para>Array of <ref>MMatrix</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MMatrix</ref>'s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor(Autodesk.Maya.OpenMaya.MMatrix[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MMatrix[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor(Autodesk.Maya.OpenMaya.MMatrixArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MMatrixArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get(Autodesk.Maya.OpenMaya.MMatrix[]&amp;)">
      <param name="outArray">output MMatrix[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.IndexOf(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="item">MMatrix</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="index">Int32</param>
      <param name="item">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Add(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="item">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Contains(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="item">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.CopyTo(Autodesk.Maya.OpenMaya.MMatrix[],System.Int32)">
      <param name="array">MMatrix[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Remove(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="item">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.getCPtr(Autodesk.Maya.OpenMaya.MMatrixArray)">
      <param name="obj">MMatrixArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="index">Int32</param>
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.assign(Autodesk.Maya.OpenMaya.MMatrixArray)">
      <param name="other">MMatrixArray</param>
      <returns>Returns a MMatrixArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.set(Autodesk.Maya.OpenMaya.MMatrix,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MMatrix</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.insert(Autodesk.Maya.OpenMaya.MMatrix,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>true if the insert was successful and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.append(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.copy(Autodesk.Maya.OpenMaya.MMatrixArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:MEventHandler`1" />
    <member name="M:MEventHandler`1.#ctor()">
      <param name="in_addCB">Func`2</param>
    </member>
    <member name="M:MEventHandler`1.Dispatcher(System.Object,)">
      <param name="sender">Object</param>
      <param name="args">TArgs</param>
    </member>
    <member name="M:MEventHandler`1.get_handler()">
      <returns>Returns a EventHandler`1.</returns>
    </member>
    <member name="M:MEventHandler`1.set_handler()">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:MEventHandler`1.Dispose()" />
    <member name="P:MEventHandler`1.handler" />
    <member name="T:MEventIndexerHandler`3" />
    <member name="M:MEventIndexerHandler`3.#ctor(,)">
      <param name="inAddCB">Func`3</param>
      <param name="inGetKeyFromIndex">Func`2</param>
    </member>
    <member name="M:MEventIndexerHandler`3.get_Item()">
      <param name="index">TIndexType</param>
      <returns>Returns a EventHandler`1.</returns>
    </member>
    <member name="M:MEventIndexerHandler`3.set_Item(,)">
      <param name="index">TIndexType</param>
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:MEventIndexerHandler`3.Dispose()" />
    <member name="P:MEventIndexerHandler`3.Item" />
    <member name="T:MEventHandlerExt`2" />
    <member name="M:MEventHandlerExt`2.#ctor()">
      <param name="handle">EventHandler`1</param>
    </member>
    <member name="M:MEventHandlerExt`2.Dispose()" />
    <member name="M:MEventHandlerExt`2.op_Addition(MEventHandlerExt`2,)">
      <param name="lhs">MEventHandlerExt`2</param>
      <param name="rhs">EventHandler`1</param>
      <returns>Returns a MEventHandlerExt`2.</returns>
    </member>
    <member name="M:MEventHandlerExt`2.op_Subtraction(MEventHandlerExt`2,)">
      <param name="lhs">MEventHandlerExt`2</param>
      <param name="rhs">EventHandler`1</param>
      <returns>Returns a MEventHandlerExt`2.</returns>
    </member>
    <member name="M:MEventHandlerExt`2.get_Item()">
      <param name="key">TIndexType</param>
      <returns>Returns a EventHandler`1.</returns>
    </member>
    <member name="M:MEventHandlerExt`2.set_Item(,)">
      <param name="key">TIndexType</param>
      <param name="value">EventHandler`1</param>
    </member>
    <member name="P:MEventHandlerExt`2.Item" />
    <member name="T:MEventArgsIndex`2" />
    <member name="M:MEventArgsIndex`2.get_Item()">
      <param name="index">TIndexType</param>
      <returns>Returns a MEventHandlerExt`2.</returns>
    </member>
    <member name="M:MEventArgsIndex`2.set_Item(,)">
      <param name="index">TIndexType</param>
      <param name="value">MEventHandlerExt`2</param>
    </member>
    <member name="P:MEventArgsIndex`2.Item" />
    <member name="F:MEventArgsIndex`2.dummy" />
    <member name="T:ManipConversionArgs" />
    <member name="M:ManipConversionArgs.#ctor(System.UInt32)">
      <param name="manipIndex">UInt32</param>
    </member>
    <member name="M:ManipConversionArgs.get_ManipIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:ManipConversionArgs.ManipIndex" />
    <member name="T:PlugConversionArgs" />
    <member name="M:PlugConversionArgs.#ctor(System.UInt32)">
      <param name="plugIndex">UInt32</param>
    </member>
    <member name="M:PlugConversionArgs.get_PlugIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:PlugConversionArgs.PlugIndex" />
    <member name="T:REventHandler`2" />
    <member name="M:REventHandler`2.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:REventHandler`2.Invoke(System.Object,)">
      <param name="sender">Object</param>
      <param name="arg">TArgs</param>
      <returns>Returns a TRet.</returns>
    </member>
    <member name="M:REventHandler`2.BeginInvoke(System.Object,,System.AsyncCallback,System.Object)">
      <param name="sender">Object</param>
      <param name="arg">TArgs</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:REventHandler`2.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
      <returns>Returns a TRet.</returns>
    </member>
    <member name="T:MCallbackIndexerHandler`4" />
    <member name="M:MCallbackIndexerHandler`4.#ctor(,)">
      <param name="inaddCB">Func`3</param>
      <param name="inGetKeyFromIndex">Func`2</param>
    </member>
    <member name="M:MCallbackIndexerHandler`4.get_Item()">
      <param name="index">TIndexType</param>
      <returns>Returns a REventHandler`2.</returns>
    </member>
    <member name="M:MCallbackIndexerHandler`4.set_Item(,)">
      <param name="index">TIndexType</param>
      <param name="value">REventHandler`2</param>
    </member>
    <member name="P:MCallbackIndexerHandler`4.Item" />
    <member name="T:Autodesk.Maya.OpenMaya.MObject">
      <summary>
        <para>Generic Class for Accessing Internal Maya Objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Determine the exact type (<ref>MFn::Type</ref>) of an <ref>MObject</ref> within Maya.</para>
        <para>Determine if an Object exists.</para>
        <para>Determine if an Object is compatible with a specific Function Set.</para>
        <para>
          <ref>MObject</ref> is the generic class for accessing all Maya internal modelling, animation and rendering Objects, collectively referred to as Model Objects, through the API. This includes all Dependency Graph (DG) Nodes, of which Directed Acyclic Graph (DAG) Nodes are a subset.</para>
        <para>Each instance of an <ref>MObject</ref> represents a specific Node or Attribute on a Node in the DG. Under the C++ class scheme MObjects simply have type <ref>MObject</ref> with no base or derived hierarchy. However, MObjects may be many different types of Model objects, from Attributes to transforms, including components of geometry such as Control Vertices (CV), faces, edges and vertices. This allows many different types of objects to be moved accessed through the API without undue concern on the part of plug-in developers for the type of object being manipulated.</para>
        <para>Since it is impractical to provide every applicable method in MObjects, the methods applicable to Maya Objects are encapsulated in Function Sets. Function Sets can be attached to compatible MObjects to provide an external interface to methods appropriate to that <ref>MObject</ref>.</para>
        <para>The link between an <ref>MObject</ref> and the role it performs as a Maya Model object, as well as the compatibility between MObjects and Function Sets is managed by the API Run-Time Type Identification (RTTI) system. The two key concepts of this system are the Maya Object type and the Function Set type (both in <ref>MFn::Type</ref>). All MObjects have one and only one Maya Object type. All Function Sets have one and only one Function Set type. MObjects may, however, be compatible with many types of Function Sets. This compatibility follows the class hierarchy of the Function Sets. Thus an <ref>MObject</ref> with Maya Object type <ref>MFn::kNurbsSurface</ref> would be compatible with <ref>MFnNurbsSurface</ref>, <ref>MFnDagNode</ref>, <ref>MFnDependencyNode</ref>, MFnNamedObject and <ref>MFnBase</ref>.</para>
        <para>Use the <ref>apiType()</ref> method to determine the type (<ref>MFn::Type</ref>) of the Maya Model Object.</para>
        <para>Use <ref>hasFn()</ref> to determine if the Object is comaptible with a given Function Set.</para>
        <para>Use <ref>isNull()</ref> to determine if the internal Maya Object exists. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an <ref>MObject</ref>. Initializes it as a null Object. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an <ref>MObject</ref>. Initializes it as a null Object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an <ref>MObject</ref>. Initializes it as a null Object. </para>
      </remarks>
      <param name="other">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.getCPtr(Autodesk.Maya.OpenMaya.MObject)">
      <param name="obj">MObject</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodePlugLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodePlugLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeAddedToModel(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeAddedToModel(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeRemovedFromModel(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeRemovedFromModel(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeAnimKeyframeEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeAnimKeyframeEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_AttributeChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_AttributeChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_AttributeAddedOrRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_AttributeAddedOrRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeDirty(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeDirty(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeDirtyPlug(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeDirtyPlug(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NameChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NameChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeAboutToDelete(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeAboutToDelete(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodePreRemoval(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodePreRemoval(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_NodeDestroyed(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_NodeDestroyed(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_SetMembersModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_SetMembersModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyVertexIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyVertexIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyVertexIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyVertexIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyEdgeIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyEdgeIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyEdgeIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyEdgeIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyFaceIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyFaceIndexChangedRemover(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyFaceIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyFaceIndexChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MComponentFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.add_PolyTopologyChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.remove_PolyTopologyChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.hasFn(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Determines the whether or not the internal Object is compatible with the given Function Type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Is compatible </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Is not compatible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fs">Function Set type</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.equalEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.notEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.assign(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.set_kNullObj(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.get_kNullObj()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.get_isNull()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.get_apiType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObject.get_apiTypeStr()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObject.kNullObj">
      <summary>
        <para>Null Object for use as default argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObject.isNull">
      <summary>
        <para>Determines the whether or not an internal Object exists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Object does not exist </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Object exists </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObject.apiType">
      <summary>
        <para>Determines the exact type of the Maya internal Object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Exact type of the Maya internal Object. May be general or specific types of DG Nodes or Attributes. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObject.apiTypeStr">
      <summary>
        <para>Returns a string that gives the object's type is a readable form. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful for debugging when type of an object needs to be printed.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>a string containing the type name of the object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MOStream" />
    <member name="M:Autodesk.Maya.OpenMaya.MOStream.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="futureUse">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MOStream.getCPtr(Autodesk.Maya.OpenMaya.MOStream)">
      <param name="obj">MOStream</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MObjectArray">
      <summary>
        <para>Array of MObjects data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MObjects. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(Autodesk.Maya.OpenMaya.MObject[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MObject[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">MObject</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get(Autodesk.Maya.OpenMaya.MObject[]&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copy the elements of the array into the given array of MObjects.</para>
        <para>No checking is done to ensure that the destination array of MObjects is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MObject[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.IndexOf(Autodesk.Maya.OpenMaya.MObject)">
      <param name="item">MObject</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MObject)">
      <param name="index">Int32</param>
      <param name="item">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Add(Autodesk.Maya.OpenMaya.MObject)">
      <param name="item">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Contains(Autodesk.Maya.OpenMaya.MObject)">
      <param name="item">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.CopyTo(Autodesk.Maya.OpenMaya.MObject[],System.Int32)">
      <param name="array">MObject[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Remove(Autodesk.Maya.OpenMaya.MObject)">
      <param name="item">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.getCPtr(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="obj">MObjectArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MObject)">
      <param name="index">Int32</param>
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.assign(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="arg0">MObjectArray</param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.set(Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MObject</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.insert(Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.append(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.copy(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>true <ref>MS::kSuccess</ref> the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlug">
      <summary>
        <para>Create and Access dependency node plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPlug</ref> provides methods for creating plugs, and accessing the plugs' dependency node and attributes.</para>
        <para>A plug is a point on a dependency node where a particular attribute can be connected. In simple cases the plug and attribute are equivalent. When you have array attributes, however, the plug is more specific in that it indicates which of the array elements is to be connected.</para>
        <para>There are two main types of plugs: networked plugs and non-networked plugs. Non-networked plugs can be considered user plugs as they are created by users and belong to users. Networked plugs can be considered dependency node plugs as they are part of the dependency graph and can only be referenced by users.</para>
        <para>In every dependency node there is a network or "tree" of plugs indicating connections that have been made to attributes of the node. The plugs in this tree are known as <b>networked</b> plugs as they belong to the dependency node's network.</para>
        <para>
          <b>Non-networked</b> plugs are plugs that you can create in order to establish a new connection to an attribute, or to get or set a value on an attribute. When a connection is made using these plugs, a networked version of the plug is created and added to the dependency nodes network.</para>
        <para>A <b>networked</b> plug cannot be explicitly created. They are created when a connection is established for some attribute of the node. Since the allocation of networked plugs is managed exclusively by Maya, a plugin should never reference a networked plug after changes are made to the DG. Instead, use a non-networked version of the plug, or get a new reference to the networked plug.</para>
        <para>All a <b>non-networked</b> plug knows is how to uniquely describe the attribute that it references, in fact the purpose of a non-networked plug is to specify, without ambiguity, an attribute of a dependency node. A non-networked plug contains an array of array indices that plot the path from the root plug to this plug.</para>
        <para>For simple attributes the plug and attribute are equivalent. Compound attributes are also unambiguous. A plug that refers to an array attribute, however, is more complex as it can refer to the <b>array plug</b> or an <b>element plug</b> in the array.</para>
        <para>Several methods are provided for navigating the plug tree. The <ref>child()</ref> method can be used to retrieve the <b>child plugs</b> of a <b>compound plug</b>. The <ref>elementByLogicalIndex()</ref> and <ref>elementByPhysicalIndex()</ref> methods can be used to retrieve the element plugs of an array plug. The <ref>parent()</ref> and <ref>array()</ref> methods traverse the tree in the opposite direction: <ref>parent()</ref> retrieves a compound plug from a child plug, and <ref>array()</ref> retrieves an array plug from an element plug.</para>
        <para>Since connections to arrays are sparse, element plugs have both logical and physical indexes. The logical indexes are used by MEL, and are sparse. Physical indexes, on the other hand, are not sparse. It is guaranteed that the physical indexes will range from 0 to <ref>numElements()</ref> - 1. Using the physical indexes, iterating over the element plugs in an array is easy: <example>
** code example not available in .NET **
</example></para>
        <para>This is equivalent to calling <ref>elementByPhysicalIndex()</ref> since the bracket operator uses physical indexes.</para>
        <para>The ancestry of a plug is the tree above the plug: any parents or arrays which this plug belongs to. The <ref>selectAncestorLogicalIndex()</ref> method provides quick access to element plugs without walking the plug tree. A plug does not need to exist in the datablock or plug tree in order to be constructed using <ref>selectAncestorLogicalIndex()</ref>, but once a value is requested or set on the plug, it will be added to the datablock if it was not there already. For example:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Once a value has been added to an array plug, it will usually remain in the datablock as long as the scene is open. The exception is for attributes that have their disconnect behavior set to kDelete: data for these attributes will be deleted when their connection is broken. When a file is saved, only array values that are not at their default values will be written out. Therefore, the number of elements in an array plug may change when the file is read in again.</para>
        <para>
          <section>
            <para>The <ref>numElements()</ref> call for array plugs returns a value based on the information in the datablock. It is possible to have un-evaluated connected items being excluded from the count since these items are not yet in the datablock. In this case, the <ref>numElements()</ref> method will return the correct answer if the <ref>evaluateNumElements()</ref> call is made first. But this cannot be done in the <ref>MPxNode::compute()</ref> method of a node. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty plug. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty plug. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.#ctor(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty plug. </para>
      </remarks>
      <param name="arg0">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty plug. </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="attribute">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isProcedural()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_logicalIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.set_numElements(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_numElements()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_numChildren()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_numConnectedElements()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_numConnectedChildren()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_parent()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_array()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isConnected()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.set_isKeyable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isKeyable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.set_isLocked(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isLocked()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isChannelBoxFlagSet()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isCachingFlagSet()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isNull()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_info()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isFromReferencedFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isDynamic()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isIgnoredWhenRendering()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isDestination()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getCPtr(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="obj">MPlug</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.add_PlugLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.remove_PlugLockQuery(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.add_KeyableChange(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MKeyableFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.remove_KeyableChange(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MKeyableFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <param name="includeNonMandatoryIndices">If the plug's attribute is a non-instanced element of a multi which is NOT marked as indexMatters, then setting this parameter true will cause its index to be included in the returned string anyway. 
 If the attribute is marked as indexMatters then its array index will be included regardless of the setting of this parameter. 
 If the attribute is instanced then it is not affected by this parameter. See the next parameter instead. (default: false)</param>
      <param name="includeInstancedIndices">If the plug's attribute is an element of an instanced multi, then setting this parameter true will cause the array index to be included in the returned string. For example, if you are planning to append the returned plug name to a node's dagPath, then the instance index is unnecessary as it can be determined from the dagPath. (default: false)</param>
      <param name="useAlias">Display aliased name if alias exists. (default: false)</param>
      <param name="useFullAttributePath">Normally, the plug's attribute path is compressed so that any compound ancestors which do not serve to uniquely identify the plug are removed. Setting this parameter true will cause the full attribute path to be used. (default: false)</param>
      <param name="useLongNames">Normally, short attribute names are used. Setting this true will cause long names to be used. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <param name="includeNonMandatoryIndices">If the plug's attribute is a non-instanced element of a multi which is NOT marked as indexMatters, then setting this parameter true will cause its index to be included in the returned string anyway. 
 If the attribute is marked as indexMatters then its array index will be included regardless of the setting of this parameter. 
 If the attribute is instanced then it is not affected by this parameter. See the next parameter instead. (default: false)</param>
      <param name="includeInstancedIndices">If the plug's attribute is an element of an instanced multi, then setting this parameter true will cause the array index to be included in the returned string. For example, if you are planning to append the returned plug name to a node's dagPath, then the instance index is unnecessary as it can be determined from the dagPath. (default: false)</param>
      <param name="useAlias">Display aliased name if alias exists. (default: false)</param>
      <param name="useFullAttributePath">Normally, the plug's attribute path is compressed so that any compound ancestors which do not serve to uniquely identify the plug are removed. Setting this parameter true will cause the full attribute path to be used. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <param name="includeNonMandatoryIndices">If the plug's attribute is a non-instanced element of a multi which is NOT marked as indexMatters, then setting this parameter true will cause its index to be included in the returned string anyway. 
 If the attribute is marked as indexMatters then its array index will be included regardless of the setting of this parameter. 
 If the attribute is instanced then it is not affected by this parameter. See the next parameter instead. (default: false)</param>
      <param name="includeInstancedIndices">If the plug's attribute is an element of an instanced multi, then setting this parameter true will cause the array index to be included in the returned string. For example, if you are planning to append the returned plug name to a node's dagPath, then the instance index is unnecessary as it can be determined from the dagPath. (default: false)</param>
      <param name="useAlias">Display aliased name if alias exists. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <param name="includeNonMandatoryIndices">If the plug's attribute is a non-instanced element of a multi which is NOT marked as indexMatters, then setting this parameter true will cause its index to be included in the returned string anyway. 
 If the attribute is marked as indexMatters then its array index will be included regardless of the setting of this parameter. 
 If the attribute is instanced then it is not affected by this parameter. See the next parameter instead. (default: false)</param>
      <param name="includeInstancedIndices">If the plug's attribute is an element of an instanced multi, then setting this parameter true will cause the array index to be included in the returned string. For example, if you are planning to append the returned plug name to a node's dagPath, then the instance index is unnecessary as it can be determined from the dagPath. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean,System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <param name="includeNonMandatoryIndices">If the plug's attribute is a non-instanced element of a multi which is NOT marked as indexMatters, then setting this parameter true will cause its index to be included in the returned string anyway. 
 If the attribute is marked as indexMatters then its array index will be included regardless of the setting of this parameter. 
 If the attribute is instanced then it is not affected by this parameter. See the next parameter instead. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName(System.Boolean)">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="includeNodeName">If true, then the plug's node name is prefixed to the name of the plug, with a dot separating it from the attribute name. If false, then just the attribute name is returned. (default: false)</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.partialName()">
      <summary>
        <para>By default, this method returns the shortest possible name for the plug, but its parameters can be used to add parts back in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getSetAttrCmds(Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MPlug+MValueSelector,System.Boolean)">
      <summary>
        <para>Returns an array of strings containing <em>setAttr</em> commands for this plug and all of its descendent plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cmds">Array of strings in which the setAttr commands are to be returned. </param>
      <param name="valueSelector">kAll- return setAttr commands for the plug and its children, regardless of their values.  kNonDefault- only return setAttr commands for the plug or its children if they are not at their default values.  kChanged- for nodes from referenced files, setAttr commands are only returned if the plug or one of its children has changed since its file was loaded. For all other nodes, the behaviour is the same a kNonDefault. 
Note that if the plug is compound and one of its children has changed, then setAttrs will be generated for all of its children, even those which have not changed. 
 (default: kAll) </param>
      <param name="useLongNames">Normally, the returned commands will use the short names for flags and attributes. If this parameter is true then their long names will be used instead. (default: false)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getSetAttrCmds(Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MPlug+MValueSelector)">
      <summary>
        <para>Returns an array of strings containing <em>setAttr</em> commands for this plug and all of its descendent plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cmds">Array of strings in which the setAttr commands are to be returned. </param>
      <param name="valueSelector">kAll- return setAttr commands for the plug and its children, regardless of their values.  kNonDefault- only return setAttr commands for the plug or its children if they are not at their default values.  kChanged- for nodes from referenced files, setAttr commands are only returned if the plug or one of its children has changed since its file was loaded. For all other nodes, the behaviour is the same a kNonDefault. 
Note that if the plug is compound and one of its children has changed, then setAttrs will be generated for all of its children, even those which have not changed. 
 (default: kAll) </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getSetAttrCmds(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Returns an array of strings containing <em>setAttr</em> commands for this plug and all of its descendent plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cmds">Array of strings in which the setAttr commands are to be returned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.selectAncestorLogicalIndex(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method is a convenience routine to allow quick iteration and construction of plugs with array plugs in their ancestry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It selects a plug into the current object by changing an ancestor array's logical index.</para>
        <para>The passed attribute must be either the attribute of the current plug, or the attribute of an ancestor's plug. It must be an array attribute. By default, it refers to the attribute of the current plug.</para>
        <para>If the passed attribute is the attribute of this plug, then this plug will change to refer to its indexth element plug.</para>
        <para>For example, consider the following attribute tree. The topmost attribute is a compound attribute "in". It consists of two children: an enum attribute "operation" and a typed attribute "value". Both "value" and "in" are array attributes. To iterate through all of the values, you could write a loop like this:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>This method is only valid for non-networked plugs since networked plugs are part of a dependency node and can only be modified by making or breaking connections.</para>
      </remarks>
      <param name="index">index value to be set </param>
      <param name="attribute">array attribute whose index will be changed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.selectAncestorLogicalIndex(System.UInt32)">
      <summary>
        <para>This method is a convenience routine to allow quick iteration and construction of plugs with array plugs in their ancestry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It selects a plug into the current object by changing an ancestor array's logical index.</para>
        <para>The passed attribute must be either the attribute of the current plug, or the attribute of an ancestor's plug. It must be an array attribute. By default, it refers to the attribute of the current plug.</para>
        <para>If the passed attribute is the attribute of this plug, then this plug will change to refer to its indexth element plug.</para>
        <para>For example, consider the following attribute tree. The topmost attribute is a compound attribute "in". It consists of two children: an enum attribute "operation" and a typed attribute "value". Both "value" and "in" are array attributes. To iterate through all of the values, you could write a loop like this:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>This method is only valid for non-networked plugs since networked plugs are part of a dependency node and can only be modified by making or breaking connections.</para>
      </remarks>
      <param name="index">index value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getExistingArrayAttributeIndices(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method will return a list of the logical indices of the elements in an array attribute that are either connected or have had their value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when the logical indices of connected/set elements are sparse.</para>
        <para>
          <section>
            <para>The number of set/connected elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The indices were successfully obtained. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indices">A list to store the logical indices of the set/connected elements. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.evaluateNumElements()">
      <summary>
        <para>Return the total number of elements in the datablock of this array plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The return count will include both connected and non-connected elements, and will perform an evaluate in order to make sure that the datablock is as up-to-date as possible since some nodes do not place array elements into the datablock until the attribute is evaluated.</para>
        <para>Because this method performs an evaluate, it should not be called from within the compute of a node. Instead, if you want to know the number of elements in an array plug while in a compute, use either <ref>MDataBlock::inputArrayValue</ref> or <ref>MDataBlock::outputArrayValue</ref> because they are more efficient and will not result in recursion.</para>
        <para>This method is only valid for array plugs, as no other plugs have elements.</para>
        <para>
          <section>
            <para>Total number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The plug is not an array plug or does not contain a valid node or attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.child(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns a plug to a given attribute that is a child of this plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for compound plugs.</para>
        <para>
          <section>
            <para>The child plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Child successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The given attribute is not a child of this plug </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidDataType</b> This is not a compound plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or the given attribute is NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">MObject</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.child(System.UInt32)">
      <summary>
        <para>Returns a plug to a given attribute that is a child of this plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for compound plugs.</para>
        <para>
          <section>
            <para>The child plug</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Child successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The given attribute is not a child of this plug </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidDataType</b> This is not a compound plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or the given attribute is NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">UInt32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.elementByLogicalIndex(System.UInt32)">
      <summary>
        <para>This method will find and return a plug with the given logical index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The logical index is the sparse array index used in MEL scripts. If a plug does not exist at the given Index, Maya will create a plug at that index. This is not the case with <ref>elementByPhysicalIndex()</ref>. If needed, elementByLogicalIndex can be used to expand an array plug on a node. It is important to note that Maya assumes that all such plugs serve a purpose and it will not free non-networked plugs that result from such an array expansion.</para>
        <para>The returned plug may or may not be connected.</para>
        <para>
          <section>
            <para>A plug with the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> a plug for the given index was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not get a plug for the given index </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="logicalIndex">UInt32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.elementByPhysicalIndex(System.UInt32)">
      <summary>
        <para>This method will find and return a plug with the given physical index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index can range from 0 to <ref>numElements()</ref> - 1. This function is particularly useful for iteration through the element plugs of an array plug. It is equivalent to operator [] (int) This method is only valid for array plugs.</para>
        <para>If the returned plug is networked, the networked plug will be returned. Otherwise, a non-networked plug will be returned.</para>
        <para>
          <section>
            <para>A plug with the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> a plug for the given index was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not get a plug for the given index </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="physicalIndex">UInt32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.connectionByPhysicalIndex(System.UInt32)">
      <summary>
        <para>This method will find and return a connected plug with the given physical index for its connection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index can range from 0 to <ref>numConnectedElements()</ref> - 1. This method varies from elementByPhysicalIndex in that elementByPhysicalIndex will return plugs pointing to all existing data in the datablock regardless of whether the plug is connected or not.</para>
        <para>This method is only valid for array plugs.</para>
        <para>
          <section>
            <para>A plug with the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> a plug for the given index was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not get a plug for the given index </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="physicalIndex">UInt32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.connectedTo(Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean,System.Boolean)">
      <summary>
        <para>This method finds all of the plugs that this plug is connected with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will always produce the networked version of the connected plugs.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If the plug has connections as either source or destination. Note that the array is filled in only with the type of connecting plugs requested by asSrc and asDst. Therefore, the method could return true while the array has nothing in it if, for example, the plug has connections as source but the user passes asSrc = false to the method. The parameters asSrc and asDst have no effect on the boolean return value. Setting one true and one false and then checking the length of the array after calling this method is a way to determine whether the connections are source or destination. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If this plug has no connections</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Location for storing connected plugs (allocated by the caller) </param>
      <param name="asDst">Check connections with this plug as destination. If there are such connections, put them in array. </param>
      <param name="asSrc">Check connections with this plug as source. If there are such connections, put them in array. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setChannelBox(System.Boolean)">
      <summary>
        <para>Sets whether this plug is displayed in the channel box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This overrides the default display of a plug set with <ref>MFnAttribute::setChannelBox</ref>. Keyable attributes are always shown in the channel box so this flag is ignored on keyable plugs.</para>
      </remarks>
      <param name="channelBox">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setCaching(System.Boolean)">
      <summary>
        <para>Sets whether this plug is cached internally. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: turning caching on for a plug will force the plug to become networked. Network plugs take longer to look up in the DG; therefore you should only make a plug cached only if you are certain that the network plug look-up will take less than the saved evaluation cost.</para>
        <para>Not all plugs can be made cached (or un-cached). If the attribute is defined to be cached, then you cannot uncache the attribute. As well, you cannot define caching on element plugs.</para>
      </remarks>
      <param name="caching">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.isFreeToChange(System.Boolean,System.Boolean)">
      <summary>
        <para>Returns true if the plug's value is allowed to be set directly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug isFreeToChange if it is not locked, and it is not a destination or if it is a destination, then it must be a special case (such as connected to an anim curve).</para>
        <para>Normally this is not something that needs to be checked, since the DG or MEL operations take care of this for you.</para>
        <para>If the parents are not free to change, then the children will not be free to change. However if the parents are free to change, some children may not be free to change.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kFreeToChange</b> All tested plugs are free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kNotFreeToChange</b> Some of the tested plugs are not free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kChildrenNotFreeToChange</b> Some of the children are not free to change.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="checkParents">Check parent plugs. </param>
      <param name="checkChildren">Check child plugs. </param>
      <returns>Returns a FreeToChangeState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.isFreeToChange(System.Boolean)">
      <summary>
        <para>Returns true if the plug's value is allowed to be set directly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug isFreeToChange if it is not locked, and it is not a destination or if it is a destination, then it must be a special case (such as connected to an anim curve).</para>
        <para>Normally this is not something that needs to be checked, since the DG or MEL operations take care of this for you.</para>
        <para>If the parents are not free to change, then the children will not be free to change. However if the parents are free to change, some children may not be free to change.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kFreeToChange</b> All tested plugs are free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kNotFreeToChange</b> Some of the tested plugs are not free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kChildrenNotFreeToChange</b> Some of the children are not free to change.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="checkParents">Check parent plugs. </param>
      <returns>Returns a FreeToChangeState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.isFreeToChange()">
      <summary>
        <para>Returns true if the plug's value is allowed to be set directly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug isFreeToChange if it is not locked, and it is not a destination or if it is a destination, then it must be a special case (such as connected to an anim curve).</para>
        <para>Normally this is not something that needs to be checked, since the DG or MEL operations take care of this for you.</para>
        <para>If the parents are not free to change, then the children will not be free to change. However if the parents are free to change, some children may not be free to change.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kFreeToChange</b> All tested plugs are free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kNotFreeToChange</b> Some of the tested plugs are not free to change. </para>
                </item>
                <item>
                  <para>
                    <b>kChildrenNotFreeToChange</b> Some of the children are not free to change.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a FreeToChangeState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.constructHandle(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method returns a data handle constructed for this plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MDataHandle</ref> for this plug </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDataBlock</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.destructHandle(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>This method destructs the data handle for this plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="val">Storage for the attribute value </param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="val">Storage for the attribute value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MDataHandle,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="handle">MDataHandle</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="handle">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Double&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Double&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Double&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Single&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Single&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Single&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Int32&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Int32&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Int32&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Int16&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Int16&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Int16&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Int16&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Boolean&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Boolean&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Boolean&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Boolean&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MDistance,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MDistance</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MAngle,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MAngle</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MTime</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Char&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Char&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.Char&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">Char&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.String&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">output String&amp;</param>
      <param name="ctx">Context in which to evaluate the plug (Default is normal)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.getValue(System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Retrieve the current value of the attribute this plug references.</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See asMObject method instead.</para>
      </remarks>
      <param name="arg0">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="val">The value to which the attribute will be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="data">MPxData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="handle">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Double)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Single)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Int32)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Int16)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Boolean)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.Char)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">Char</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setValue(System.String)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the current value of the attribute this plug references.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setMObject method instead.</para>
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMObject(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MObject</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Value exists and is non-null, and contains the correct information </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Either the value is a NULL value (kFailure) or the value does not exist (kObjectDoesNotExist failure) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMObject()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns a copy of the attribute value for the plug and not a reference. The setObject method of this class can be used to modify the plug's value.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MObject</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Value exists and is non-null, and contains the correct information </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Either the value is a NULL value (kFailure) or the value does not exist (kObjectDoesNotExist failure) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMDataHandle(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when wanting to retrieve an entire set of values from an array plug with a single call. An <ref>MArrayDataHandle</ref> can then be constructed from the returned <ref>MDataHandle</ref> to access the array data values.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MDataHandle</ref>. When done using the returned handle, the caller must destroy it using <ref>MPlug::destructHandle()</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMDataHandle()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when wanting to retrieve an entire set of values from an array plug with a single call. An <ref>MArrayDataHandle</ref> can then be constructed from the returned <ref>MDataHandle</ref> to access the array data values.</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MDataHandle</ref>. When done using the returned handle, the caller must destroy it using <ref>MPlug::destructHandle()</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asDouble(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a double</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asDouble()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a double</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asFloat(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a float</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asFloat()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a float</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asInt(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an int</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asInt()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an int</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asShort(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a short</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asShort()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a short</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asBool(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a bool</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asBool()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a bool</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMDistance(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MDistance</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMDistance()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MDistance</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMAngle(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MAngle</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMAngle()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MAngle</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMTime(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MTime</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asMTime()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MTime</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asChar(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a char</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a Char.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asChar()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as a char</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Char.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asString(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MString</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or internal failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ctx">Context in which to evaluate the plug (Default is normal) </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.asString()">
      <summary>
        <para>Retrieve the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to get the value at the current time. To specify an alternate time you must create a timed <ref>MDGContext</ref> that specifies the time of evaluation.</para>
        <para>
          <section>
            <para>Value of plug as an <ref>MString</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error or internal failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="val">The value to which the attribute will be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMPxData(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="data">MPxData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMDataHandle(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>Set the current value of the attribute this plug references with the values in the handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is most useful when the plug is an array plug, and you've filled the handle with data. Sending the value using this version of setValue will set the handle's data into the datablock and send out the appropriate attributeChanged messages to update the UI related to the attribute.</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="handle">The handle containing the data to which the attribute will be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setDouble(System.Double)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setFloat(System.Single)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setInt(System.Int32)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setShort(System.Int16)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setBool(System.Boolean)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMDistance(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMAngle(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setMTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setChar(System.Char)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">Char</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.setString(System.String)">
      <summary>
        <para>Set the current value of the attribute this plug references. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute is the destination of a connection then setting the value will have no effect as once the node is re-evaluated the attribute value will be reset.</para>
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.assign(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="other">MPlug</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.equalEqual(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="other">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.equalEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="other">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.notEqual(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="other">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.notEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="other">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.Not()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.isSource()">
      <summary>
        <para>Determines if this plug is connected as a source. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true </b> plug is connected as a source </para>
                </item>
                <item>
                  <para>
                    <b>false </b> plug is not connected as a source</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.set_attribute(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_attribute()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isNetworked()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isArray()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isElement()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isCompound()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlug.get_isChild()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.attribute">
      <summary>
        <para>This method returns the attribute that this plug refers to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The attribute that this plug refers to.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method is a convenience routine to allow quick movement between attributes on a single node. </para>
      </summary>
      <remarks>
        <para>If the current plug is a networked plug, it becomes a new non-networked plug referring to the requested attribute. If the current plug is a non-networked plug, it is changed to refer to the requested attribute.</para>
        <para>The passed attribute must be the attribute of a plug on the current node.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.node">
      <summary>
        <para>Returns the dependency node that this plug belongs to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to this plug's dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The dependency node was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.name">
      <summary>
        <para>Returns the name of this plug in the form "&lt;i&gt;nodeName&lt;/i&gt;.&lt;i&gt;attributeName&lt;/i&gt;". </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isNetworked">
      <summary>
        <para>This method determines if the plug is networked or non-networked. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Networked plugs are part of a dependency node network and define points where connections have been made to the nodes attributes.</para>
        <para>Non-networked plugs are user created plugs that are used to refer to an attribute of a node so that it can be connected. If the attribute that the plug refers to has been connected then there will also be a corresponding networked plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isArray">
      <summary>
        <para>This method determines if the plug is an array plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Array plugs refer to array attributes and contain element plugs.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isElement">
      <summary>
        <para>This method determines if the plug is an element plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Element plugs refer to array attributes and are members of array plugs.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isCompound">
      <summary>
        <para>This method determines if the plug is a compound plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compound plugs refer to compound attributes and have child plugs.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isChild">
      <summary>
        <para>This method determines if the plug is a child plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A child plug's parent is always a compound plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isProcedural">
      <summary>
        <para>This method determines if the plug is a procedural plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A procedural plug is one which is created by Maya's internal procedures or by the nodes themselves and which should not be saved to or restored from files.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.logicalIndex">
      <summary>
        <para>Returns the logical index of the element this plug refers to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The logical index is a sparse index, equivalent to the array index used in MEL.</para>
        <para>This plug must be an element plug, and may be either networked or non-networked.</para>
        <para>
          <section>
            <para>The logical array index of the element this plug refers to</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error - no plug </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidDataType</b> This plug is not an element plug </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.numElements">
      <summary>
        <para>Return the total number of elements in the datablock of this array plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The return count will include all existing non-connected elements plus connected elements if they have been evaluated. It will not include connected elements that have not yet been placed into the datablock. The method <ref>MPlug::evaluateNumElements</ref> can be used in the sitution where you want an accurate count that includes all connected elements.</para>
        <para>This method is only valid for array plugs, as no other plugs have elements.</para>
        <para>
          <section>
            <para>Total number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The plug is not an array plug or does not contain a valid node or attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>The method is used to pre-allocate the number of elements that an array plug will contain. </para>
      </summary>
      <remarks>
        <para>The plug passed to this method must be an array plug and there must be no elements already allocated.</para>
        <para>The <ref>numElements()</ref> method is used to find the number of elements already in the array plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess </b> array plug size was changed </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> failed to change array plug size, plug is not array or array size is already non-zero. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.numChildren">
      <summary>
        <para>Return the total number of children of this compound plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for networked plugs as non-networked plugs contain no information about their children. If this plug is non-networked then a networked version of the plug will be used. If a networked plug does not exist then <b>0</b> will be returned.</para>
        <para>This method is also only valid for compound plugs or the root plug, since no other plugs have children.</para>
        <para>
          <section>
            <para>Total number of children</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.numConnectedElements">
      <summary>
        <para>Return the total number of connected element plugs belonging to this array plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for networked plugs as non-networked plugs contain no information about their children. If this plug is non-networked then a networked version of the plug will be used. If a networked plug does not exist then <b>0</b> will be returned.</para>
        <para>This method is also only valid for array plugs, as no other plugs have elements.</para>
        <para>
          <section>
            <para>Total number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.numConnectedChildren">
      <summary>
        <para>Return the number of children of this plug that are connected in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for networked plugs as non-networked plugs contain no information about their children. If this plug is non-networked then a networked version of the plug will be used. If a networked plug does not exist then <b>0</b> will be returned.</para>
        <para>This method is only valid for compound plugs, since no other plugs have children.</para>
        <para>
          <section>
            <para>Total number of children</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidDataType</b> This is not a compound plug </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.parent">
      <summary>
        <para>Returns the parent plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parent plug will always be a compound plug. This method is only valid for networked child plugs.</para>
        <para>
          <section>
            <para>The parent of this plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The parent was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.array">
      <summary>
        <para>Returns the array to which this element plug belongs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for networked element plugs.</para>
        <para>
          <section>
            <para>The array of this plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The array was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isConnected">
      <summary>
        <para>Determines if this plug is connected to one or more plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If this plug is connected to another plug </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If this plug is not connected to another plug</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isKeyable">
      <summary>
        <para>Determines if this plug is keyable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default keyability of a plug is determined by its attribute, and can be retrieved using <ref>MFnAttribute::isKeyable</ref>. Keyable plugs will be keyed by AutoKey and the Set Keyframe UI. Non-keyable plugs prevent the user from setting keys via the obvious UI provided for keying. Being non-keyable is not a hard block against adding keys to an attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If this plug is keyable </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If this plug is not keyable</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isLocked">
      <summary>
        <para>Determines the locked state of this plug's value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug's locked state determines whether or not the plug's value can be changed.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If this plug's value is locked </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If this plug's value is not locked</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isChannelBoxFlagSet">
      <summary>
        <para>Returns true if this plug or its attribute has its channel box flag set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes will appear in the channel box if their channel box flag is set or if they are keyable.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> channel box flag has been set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> channel box flag has not been set</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isCachingFlagSet">
      <summary>
        <para>Returns true if this plug or its attribute has its caching flag set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> caching flag has been set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> caching flag has not been set</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isNull">
      <summary>
        <para>This method determines whether this plug is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug is valid if it refers to an attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> this plug is not valid </para>
                </item>
                <item>
                  <para>
                    <b>false</b> this plug is valid</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> This method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.info">
      <summary>
        <para>This method returns a string containing the name of the node this plug belongs to and the attributes that the plug refers to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string is of the form dependNode:atr1.atr2[].attr3 ...</para>
        <para>This method is useful for debugging purposes.</para>
        <para>
          <section>
            <para>Returns a string containing dependency node and attribute information for this plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The string was successfully generated </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isFromReferencedFile">
      <summary>
        <para>This method determines whether this plug came from a referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A plug is considered to have come from a referenced file if it is connected and that connection was made within a referenced file.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> plug was created within a referenced file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> plug was created within the current scene</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> This method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isDynamic">
      <summary>
        <para>Determines whether the attribute is of dynamic type or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If the attribute is dynamic </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If this attribute is not added by user.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isIgnoredWhenRendering">
      <summary>
        <para>Determines whether a connection to the attribute should be ignored during rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> If connected, the attribute should be ingored during rendering. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> If connected, the attribute should not be ingored during rendering.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successful completion </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.isDestination">
      <summary>
        <para>Determines if this plug is connected as a destination. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true </b> plug is connected as a destination </para>
                </item>
                <item>
                  <para>
                    <b>false </b> plug is not connected as a destination</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method returned successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlug.MValueSelector">
      <summary>
        <para>Which values to generate setAttr commands for. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kAll">
      <summary>
        <para>All values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kNonDefault">
      <summary>
        <para>Non default values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kChanged">
      <summary>
        <para>Changed values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kLastAttrSelector">
      <summary>
        <para>Last value, for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState">
      <summary>
        <para>Plug state returned by isFreeToChange. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kFreeToChange">
      <summary>
        <para>All tested plugs are free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kNotFreeToChange">
      <summary>
        <para>Some of the tested plugs are not free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kChildrenNotFreeToChange">
      <summary>
        <para>Some of the children are not free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlug.MValueSelector">
      <summary>
        <para>Which values to generate setAttr commands for. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kAll">
      <summary>
        <para>All values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kNonDefault">
      <summary>
        <para>Non default values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kChanged">
      <summary>
        <para>Changed values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.MValueSelector.kLastAttrSelector">
      <summary>
        <para>Last value, for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState">
      <summary>
        <para>Plug state returned by isFreeToChange. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kFreeToChange">
      <summary>
        <para>All tested plugs are free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kNotFreeToChange">
      <summary>
        <para>Some of the tested plugs are not free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPlug.FreeToChangeState.kChildrenNotFreeToChange">
      <summary>
        <para>Some of the children are not free to change. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlugArray">
      <summary>
        <para>Array of MPlugs data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MPlugs. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(Autodesk.Maya.OpenMaya.MPlug[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MPlug[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MPlugArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initializeSize">UInt32</param>
      <param name="initialValue">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(Autodesk.Maya.OpenMaya.MPlug,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">MPlug</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get(Autodesk.Maya.OpenMaya.MPlug[]&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copy the elements of the array into the given array of MPlugs.</para>
        <para>No checking is done to ensure that the destination array of MPlugs is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MPlug[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.IndexOf(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="item">MPlug</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="index">Int32</param>
      <param name="item">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Add(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="item">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Contains(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="item">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.CopyTo(Autodesk.Maya.OpenMaya.MPlug[],System.Int32)">
      <param name="array">MPlug[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Remove(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="item">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.getCPtr(Autodesk.Maya.OpenMaya.MPlugArray)">
      <param name="obj">MPlugArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="index">Int32</param>
      <param name="value">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.assign(Autodesk.Maya.OpenMaya.MPlugArray)">
      <param name="other">MPlugArray</param>
      <returns>Returns a MPlugArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.set(Autodesk.Maya.OpenMaya.MPlug,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MPlug</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.insert(Autodesk.Maya.OpenMaya.MPlug,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.append(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.copy(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPoint">
      <summary>
        <para>Implementation of a point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides an implementation of a point. Numerous convienence operators are provided to help with the manipulation of points. This includes operators that work with the <ref>MVector</ref> and <ref>MMatrix</ref> classes.</para>
        <para>All methods that query the point are threadsafe, all methods that modify the point are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="srcpt">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="srcpt">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="src">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="src">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
      <param name="ww">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.Double,System.Double,System.Double)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.Double,System.Double)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.Double[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="d">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.#ctor(System.Single[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="d">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Addition(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <param name="lhs">MPoint</param>
      <param name="vec">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Subtraction(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <param name="lhs">MPoint</param>
      <param name="vec">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Multiply(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <param name="lhs">MPoint</param>
      <param name="val">Double</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Multiply(System.Double,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="val">Double</param>
      <param name="rhs">MPoint</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Multiply(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <param name="lhs">MPoint</param>
      <param name="val">UInt32</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.op_Multiply(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="val">UInt32</param>
      <param name="rhs">MPoint</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.getCPtr(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="obj">MPoint</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.set_Item(System.UInt32,System.Double)">
      <param name="index">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get(System.Double[])">
      <summary>
        <para>Copy the values of x, y, z, and w from the instance to the four elements of the given array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get(System.Single[])">
      <summary>
        <para>Copy the values of x, y, z, and w from the instance to the four elements of the given array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.assign(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="src">MPoint</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.minus(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="other">MPoint</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.plus(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.minus(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.plusEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="vector">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.minusEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="vector">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.multiply(System.Double)">
      <param name="scale">Double</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.divide(System.Double)">
      <param name="scale">Double</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.multiply(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.multiplyEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.equalEqual(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="other">MPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.notEqual(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="other">MPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.cartesianize()">
      <summary>
        <para>If this point instance is of the form P(W*x, W*y, W*z, W), for some scale factor W != 0, then it is reset to be P(x, y, z, 1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will only work correctly if the point is in homogenous form or cartesian form. If the point is in rational form, the results are not defined. </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.rationalize()">
      <summary>
        <para>If this point instance is of the form P(W*x, W*y, W*z, W) (ie. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>is in homogenous or (for W==1) cartesian form), for some scale factor W != 0, then it is reset to be P(x, y, z, W). This will only work correctly if the point is in homogenous or cartesian form. If the point is already in rational form, the resultsare not defined. </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.homogenize()">
      <summary>
        <para>If this point instance is of the form P(x, y, z, W) (ie. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>is in rational or (for W==1) cartesian form), for some scale factor W != 0, then it is reset to be P(W*x, W*y, W*z, W). </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.distanceTo(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Return the distance between this instance and the point passed as an argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance between the two points. </para>
          </section>
        </para>
      </remarks>
      <param name="other">The point to compute the distance to.</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.isEquivalent(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>Returns true if this instance of the point passed as an argument represent the same position within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the points are equal within the given tolerance and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">The other point to compare to. </param>
      <param name="tolerance">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.isEquivalent(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Returns true if this instance of the point passed as an argument represent the same position within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the points are equal within the given tolerance and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">The other point to compare to. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_origin()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.set_x(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_x()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.set_y(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_y()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.set_z(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_z()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.set_w(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_w()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPoint.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.origin">
      <summary>
        <para>A constant representing the origin - (0,0,0,1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.x">
      <summary>
        <para>the x component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.y">
      <summary>
        <para>the y component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.z">
      <summary>
        <para>the z component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.w">
      <summary>
        <para>the w component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPointArray">
      <summary>
        <para>Array of <ref>MPoint</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MPoints. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(Autodesk.Maya.OpenMaya.MPoint[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MPoint[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">MPoint</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(System.Double[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">Double[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(System.Single[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="points">Single[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get(Autodesk.Maya.OpenMaya.MPoint[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the C++ array of double arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of double arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MPoint[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.IndexOf(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="item">MPoint</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="index">Int32</param>
      <param name="item">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Add(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="item">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Contains(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="item">MPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.CopyTo(Autodesk.Maya.OpenMaya.MPoint[],System.Int32)">
      <param name="array">MPoint[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Remove(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="item">MPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.getCPtr(Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="obj">MPointArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="index">Int32</param>
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.assign(Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="other">MPointArray</param>
      <returns>Returns a MPointArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(System.UInt32,System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Double</param>
      <param name="y">Double</param>
      <param name="z">Double</param>
      <param name="w">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(System.UInt32,System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Double</param>
      <param name="y">Double</param>
      <param name="z">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(System.UInt32,System.Double,System.Double)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element that is to be set to the the new value</param>
      <param name="x">Double</param>
      <param name="y">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(System.Double[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set(System.Single[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.insert(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.append(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.append(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Double</param>
      <param name="y">Double</param>
      <param name="z">Double</param>
      <param name="w">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.append(System.Double,System.Double,System.Double)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Double</param>
      <param name="y">Double</param>
      <param name="z">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.append(System.Double,System.Double)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="x">Double</param>
      <param name="y">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.copy(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.IMPxCommand" />
    <member name="M:Autodesk.Maya.OpenMaya.IMPxCommand.doIt(Autodesk.Maya.OpenMaya.MArgList)">
      <param name="args">MArgList</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.IUndoMPxCommand" />
    <member name="M:Autodesk.Maya.OpenMaya.IUndoMPxCommand.redoIt()" />
    <member name="M:Autodesk.Maya.OpenMaya.IUndoMPxCommand.undoIt()" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommand">
      <summary>
        <para>Base class for user commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the proxy class for creating MEL commands through the API.</para>
        <para>Each command is derived from this one, and must have a <em>doIt</em> method, and optionally <em>undoIt</em>, and <em>redoIt</em> methods.</para>
        <para>The <em>doIt</em> method should collect whatever information is required to do the task, and store it in local class data. It should finally call <em>redoIt</em> to make the command happen. The <em>redoIt</em> method should do the actual work, using only the local class data. The <em>undoIt</em> method should undo the actual work, again using only the local class data.</para>
        <para>Maya contains support for infinite levels of undo. If a command written in a plug-in changes the state of anything in Maya, it should implement <em>undoIt</em> and <em>redoIt</em> methods. As well, if the <em>doIt</em> method returns successfully, Maya will call the method's <em>isUndoable</em> method immediately afterwards. If that method returns true, the instance of this class is retained and passed to Maya's undo manager so that the <em>undoIt</em> and <em>redoIt</em> methods can be called when appropriate. If <em>isUndoable</em> returns false, the command instance is destroyed right away.</para>
        <para>So, for example, if a command supports both <em>query</em> and <em>edit</em> modes, in query mode the command should set a flag so that the <em>isUndoable</em> method returns false to prevent that command instance from being retained by the undo manager. In edit mode, where the state of Maya is changed, <em>isUndoable</em> should return true to enable undo and redo. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_CommandClass()">
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.set_CommandClass(System.Object)">
      <param name="value">Object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCPtr(Autodesk.Maya.OpenMaya.MPxCommand)">
      <param name="obj">MPxCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.doIt(Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>This method should perform a command by setting up internal class data and then calling the <b>redoIt</b> method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The actual action performed by the command should be done in the <b>redoIt</b> method. This is a pure virtual method, and must be overridden in derived classes.</para>
      </remarks>
      <param name="args">List of arguments passed to the command.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.undoIt()">
      <summary>
        <para>This method should undo the work done be the <b>redoIt</b> method based on the internal class data only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.redoIt()">
      <summary>
        <para>This method should do the actual work of the command based on the internal class data only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Internal class data should be set in the <b>doIt</b> method.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.isUndoable()">
      <summary>
        <para>This method is used to specify whether or not the command is undoable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In the base class, it always returns false. If you are writing a command that might be eligible for undo, you should override this method.</para>
        <para>After Maya executes the command's <em>doIt</em> method, it will call <em>isUndoable</em>. If <em>isUndoable</em> returns true, Maya will retain the instance of the class and pass it to Maya's undo manager so that the <em>undoIt</em> and <em>redoIt</em> methods can be called when appropriate. If <em>isUndoable</em> returns false, the command instance will be immediately destroyed.</para>
        <para>So, for example, if a command supports both <em>query</em> and <em>edit</em> modes, in query mode the command should set a flag so that the <em>isUndoable</em> method returns false to prevent that command instance from being retained by the undo manager. In edit mode, where the state of Maya is changed, <em>isUndoable</em> should return true to enable undo and redo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> This command is undoable </para>
                </item>
                <item>
                  <para>
                    <b>false</b> This command is not undoable (default) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.hasSyntax()">
      <summary>
        <para>This method specifies whether or not the command has a syntax object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if this command uses syntax objects, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.displayInfo(System.String)">
      <summary>
        <para>This method is used to display information in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="theInfo">The string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.displayWarning(System.String,System.Boolean)">
      <summary>
        <para>This method is used to display a warning in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: Displaying of line numbers must be enabled in the MEL editor window before the showLineNumber parameter has an affect.</para>
        <para />
      </remarks>
      <param name="theWarning">The warning string to be displayed </param>
      <param name="showLineNumber">Set to true if you want the line number of this command to be displayed. See NOTE above. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.displayWarning(System.String)">
      <summary>
        <para>This method is used to display a warning in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: Displaying of line numbers must be enabled in the MEL editor window before the showLineNumber parameter has an affect.</para>
        <para />
      </remarks>
      <param name="theWarning">The warning string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.displayError(System.String,System.Boolean)">
      <summary>
        <para>This method is used to display an error in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: Displaying of line numbers must be enabled in the MEL editor window before the showLineNumber parameter has an affect.</para>
        <para />
      </remarks>
      <param name="theError">The error string to be displayed </param>
      <param name="showLineNumber">Set to true if you want the line number of this command to be displayed See NOTE above. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.displayError(System.String)">
      <summary>
        <para>This method is used to display an error in the script editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: Displaying of line numbers must be enabled in the MEL editor window before the showLineNumber parameter has an affect.</para>
        <para />
      </remarks>
      <param name="theError">The error string to be displayed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.clearResult()">
      <summary>
        <para>Initializes the place where results from Maya commands get stored. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(System.UInt32)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(System.Int32)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(System.Double)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(System.Boolean)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(System.String)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method puts the given value into the return value area for a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is cast to an int internally because the Maya command engine does not support unsigned ints.</para>
        <para />
      </remarks>
      <param name="val">The value to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.appendToResult(System.Int32)">
      <summary>
        <para>This method will add the given value to the end of the result array of integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result array can only be of a single type so this method can only be used when the result string has not been set or is already of integer type.</para>
        <para>Note: appendToResult cannot be used in conjunction with setResult.</para>
        <para />
      </remarks>
      <param name="val">The value to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.appendToResult(System.Double)">
      <summary>
        <para>This method will add the given value to the end of the result array of integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result array can only be of a single type so this method can only be used when the result string has not been set or is already of integer type.</para>
        <para>Note: appendToResult cannot be used in conjunction with setResult.</para>
        <para />
      </remarks>
      <param name="val">The value to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.appendToResult(System.Boolean)">
      <summary>
        <para>This method will add the given value to the end of the result array of integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result array can only be of a single type so this method can only be used when the result string has not been set or is already of integer type.</para>
        <para>Note: appendToResult cannot be used in conjunction with setResult.</para>
        <para />
      </remarks>
      <param name="val">The value to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.appendToResult(System.String)">
      <summary>
        <para>This method will add the given value to the end of the result array of integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result array can only be of a single type so this method can only be used when the result string has not been set or is already of integer type.</para>
        <para>Note: appendToResult cannot be used in conjunction with setResult.</para>
        <para />
      </remarks>
      <param name="val">The value to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.appendToResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method will add the given value to the end of the result array of integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result array can only be of a single type so this method can only be used when the result string has not been set or is already of integer type.</para>
        <para>Note: appendToResult cannot be used in conjunction with setResult.</para>
        <para />
      </remarks>
      <param name="val">The value to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(System.Int32&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(System.Double&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.getCurrentResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets the current node's result as a int, if possible.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentIntResult()</ref></para>
      </remarks>
      <param name="val">Storage for the return value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.setUndoable(System.Boolean)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="state">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_syntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.set_isHistoryOn(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_isHistoryOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.set_commandString(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_commandString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_isCurrentResultArray()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_currentResultType()">
      <returns>Returns a MResultType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_currentIntResult()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_currentDoubleResult()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_currentStringResult()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCommand.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.CommandClass" />
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.syntax">
      <summary>
        <para>This method is intended to be used in an MArgDataBase or <ref>MArgParser</ref> contructor when the plugin command's syntax is being initialized. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user should declare and define a syntax contstructing method that must be registered with Maya by passing the function pointer as a parameter in <ref>MFnPlugin::registerCommand()</ref>. The result is that when <ref>MPxCommand::syntax()</ref> is called it returns the syntax object that the user has created in the custom syntax constructing method that was registered. To avoid conflicts it is important that the user's custom syntax defining method be given a name other than "syntax." It can have any other name as long as it corresponds with the function pointer used to register the method with Maya.</para>
        <para>
          <section>
            <para>The syntax object </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.isHistoryOn">
      <summary>
        <para>Returns whether history is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if history is on, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.commandString">
      <summary>
        <para>This method returns the command string that is associated with this command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The command string for this command object </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the command string that is associated with this command object. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.isCurrentResultArray">
      <summary>
        <para>This method will return whether the return result for the command is an array or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The command result is an array </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The command result is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.currentResultType">
      <summary>
        <para>This method will return the type of the current result for the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>ReturnValue</b>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>The result type </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.currentIntResult">
      <summary>
        <para>This method gets the current node's result as a int, if possible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The int result.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>MS:kSuccess</b> A value was returned </para>
                </item>
                <item>
                  <para>
                    <b>MS:kFailure</b> Cannot convert result to int </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.currentDoubleResult">
      <summary>
        <para>This method gets the current node's result as a double, if possible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The double result.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>MS:kSuccess</b> A value was returned </para>
                </item>
                <item>
                  <para>
                    <b>MS:kFailure</b> Cannot convert result to double </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.currentStringResult">
      <summary>
        <para>This method gets the current node's result as a <ref>MString</ref>, if possible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The string result.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>MS:kSuccess</b> A value was returned </para>
                </item>
                <item>
                  <para>
                    <b>MS:kFailure</b> Cannot convert result to string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCommand.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommand.MResultType">
      <summary>
        <para>Types of results from commands. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kLong">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kNoArg">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCommand.MResultType">
      <summary>
        <para>Types of results from commands. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kLong">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCommand.MResultType.kNoArg">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxContext">
      <summary>
        <para>Base class for user defined contexts. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for user defined contexts.</para>
        <para>Contexts provide a way to create interactive tools in Maya. A context class defines what happens when interactive events, such as mouse events, occur within an interactive panel in Maya.</para>
        <para>Since there are default actions for all tools in Maya, such as the right mouse button event which brings up an options menu, only as subset of the events that occur in a view can be overridden. The events that can be overridden are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>doPress</b> - mouse button press event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>doRelease</b> - mouse buttons release event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>doDrag</b> - mouse button drag event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>doHold</b> - mouse button hold event (left &amp; middle only) </para>
            </item>
            <item>
              <para>
                <b>deleteAction</b> - delete/backspace key event </para>
            </item>
            <item>
              <para>
                <b>completeAction</b> - complete key event </para>
            </item>
            <item>
              <para>
                <b>abortAction</b> - abort/escape key event</para>
            </item>
          </list>
A context is <b>activated</b> by pressing the toolButton for that context. Once the context is activated, it will handle the events that occur within 3d panel.</para>
        <para>A context is <b>deactivated</b> when some other tool button is pressed.</para>
        <para>There can be more than one instance of a context in Maya, for example, dragging a tool icon into the shelf creates another instance of that context. Since there can be multiple instances of the same context there is a command class, <b><ref>MPxContextCommand</ref></b>, which is responsible for the creation of contexts. See <b><ref>MPxContextCommand</ref></b> for more information. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor will only be called from <ref>MPxContextCommand::makeObj</ref>. Users must override this method. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.#ctor()">
      <summary>
        <para>Class contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor will only be called from <ref>MPxContextCommand::makeObj</ref>. Users must override this method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.get_ContextCommandClass()">
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.set_ContextCommandClass(System.Object)">
      <param name="value">Object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.getCPtr(Autodesk.Maya.OpenMayaUI.MPxContext)">
      <param name="obj">MPxContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.toolOnSetup(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when the context is activated, i.e when the toolButton for the context is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users can override this method and use it to set up any user defined data that needs to be initialized on each activation.</para>
        <para />
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.toolOffCleanup()">
      <summary>
        <para>This method is called when the context is deactivated, i.e when another context is activated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users can override this method and use it to reset any user defined data to a specific state. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doPress(Autodesk.Maya.OpenMayaUI.MEvent,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <summary>
        <para>This method is called when any mouse button is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button press.</para>
        <para>The <b>event</b> can be used to get more explicit information about the press such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="drawMgr">MUIDrawManager</param>
      <param name="context">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doRelease(Autodesk.Maya.OpenMayaUI.MEvent,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <summary>
        <para>This method is called when any mouse button is released. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button release.</para>
        <para>The <b>event</b> can be used to get more explicit information about the release such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="drawMgr">MUIDrawManager</param>
      <param name="context">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doDrag(Autodesk.Maya.OpenMayaUI.MEvent,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <summary>
        <para>This method is called when a mouse drag event occurs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything during a mouse drag.</para>
        <para>The <b>event</b> can be used to get more explicit information about the drag such as the cursor location. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="drawMgr">MUIDrawManager</param>
      <param name="context">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doHold(Autodesk.Maya.OpenMayaUI.MEvent,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <summary>
        <para>This method is called when a mouse button is pressed but before the mouse is dragged. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button hold.</para>
        <para>The <b>event</b> can be used to get more explicit information about the hold such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="drawMgr">MUIDrawManager</param>
      <param name="context">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doEnterRegion(Autodesk.Maya.OpenMayaUI.MEvent,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <summary>
        <para>This method is called when the mouse pointer enters a screen panel region. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method sets the help string and the cursor which may have been set via <b>setHelpString</b> and <b>setCursor</b> respectively.</para>
        <para>The <b>event</b> can be used to get more explicit information about the event. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="drawMgr">MUIDrawManager</param>
      <param name="context">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doPress(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when any mouse button is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button press.</para>
        <para>The <b>event</b> can be used to get more explicit information about the press such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doRelease(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when any mouse button is released. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button release.</para>
        <para>The <b>event</b> can be used to get more explicit information about the release such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doDrag(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when a mouse drag event occurs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything during a mouse drag.</para>
        <para>The <b>event</b> can be used to get more explicit information about the drag such as the cursor location. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doHold(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when a mouse button is pressed but before the mouse is dragged. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button hold.</para>
        <para>The <b>event</b> can be used to get more explicit information about the hold such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.doEnterRegion(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when the mouse pointer enters a screen panel region. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method sets the help string and the cursor which may have been set via <b>setHelpString</b> and <b>setCursor</b> respectively.</para>
        <para>The <b>event</b> can be used to get more explicit information about the event. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.helpStateHasChanged(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called whenever the help state may need to be updated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to change the help information based on events.</para>
        <para>The <b>event</b> can be used to get more explicit information about the event. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.deleteAction()">
      <summary>
        <para>This method is called when the delete or backspace key is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default behaviour for this method is to delete the items on the current selection list. Users can override this method if they wish to do anything else when this event occurs. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.completeAction()">
      <summary>
        <para>This method is called when the complete key is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default complete key in Maya is the <b>enter</b> key. Users can override this method if a tool has several steps. For example, a tool may have several steps where the user must select objects and then press the completion key before proceeding. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.addManipulator(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds a manipulator to the context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipulator">the manipulator to be added to the context</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.deleteManipulators()">
      <summary>
        <para>This method deletes all the manipulators that belong to the context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.setImage(System.String,Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>This method is used to set an XPM icon image that is to be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">the name of an XPM file to be used as the icon </param>
      <param name="index">the index of the image being set; three image representations are permitted: kImage1, kImage2, kImage3</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.image(Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>This method is used to retrieve an XPM icon image that has previously been set for this tool context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This icon image will be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command.</para>
        <para>
          <section>
            <para>String name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index for the image being retrieved; three image representations are permitted: kImage1, kImage2, kImage3 </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._setHelpString(System.String)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="str">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._setTitleString(System.String)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="str">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._setCursor(Autodesk.Maya.OpenMayaUI.MCursor)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cursor">MCursor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._beginMarquee(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._releaseMarquee(Autodesk.Maya.OpenMayaUI.MEvent,System.Int16&amp;,System.Int16&amp;,System.Int16&amp;,System.Int16&amp;)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MEvent</param>
      <param name="top">Int16&amp;</param>
      <param name="left">Int16&amp;</param>
      <param name="bottom">Int16&amp;</param>
      <param name="right">Int16&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._ignoreEntry(Autodesk.Maya.OpenMaya.MIntArray,System.UInt32)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="flags">MIntArray</param>
      <param name="entry">UInt32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext._newToolCommand()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPxToolCommand.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.abortAction()">
      <summary>
        <para>This method is called when the abort key is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default abort key in Maya is the <b>escape</b> key. Users can override this method if they wish to perform certain operations when the abort key is pressed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.processNumericalInput(Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean)">
      <summary>
        <para>This method processes the input from the numerical input field. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users can override this method if they wish to process numerical input. For a given entry in the numeric input field, if the user types a dot ".", this indicates that the entry should not be modified. The overridden version of this method should take this into account using the ignoreEntry method with the flags that are passed in. The overridden version of this method should also process the numeric input as an absolute input or relative input depending on whether the isAbsolute flag is true or not. The return value should indicate whether or not the numerical input has been processed.</para>
        <para>
          <section>
            <para>
              <b>false</b> the default return value </para>
          </section>
        </para>
      </remarks>
      <param name="values">the values from the numerical input field </param>
      <param name="flags">used in conjunction with the ignoreEntry method, determines whether or not a given entry should be ignored </param>
      <param name="isAbsolute">whether or not the input should be interpreted as absolute</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.feedbackNumericalInput()">
      <summary>
        <para>This method is called to update the numerical feedback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The format and values for the feedback line can be set through the methods in <ref>MFeedbackLine</ref>, specifically setFormat and setValue. The return value should indicate whether or not the numerical feedback has been provided.</para>
        <para>
          <section>
            <para>
              <b>false</b> the default return value </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.argTypeNumericalInput(System.UInt32)">
      <summary>
        <para>This method is used by the feedback line to determine what units to display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users should override this method to return the appropriate argument type for the given index of the numeric input field. Specifically, this method should be overridden to return one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSyntax::kNoArg</ref>
                </b> for no argument </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kDistance</ref>
                </b> for linear units </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kAngle</ref>
                </b> for angular units</para>
            </item>
          </list>
          <section>
            <para>
              <b>
                <ref>MSyntax::kNoArg</ref>
              </b> the default return value </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the numerical input whose argument type is requested</param>
      <returns>Returns a MArgType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.stringClassName()">
      <summary>
        <para>This method is called to determine the name that uniquely identifies the context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Either this method, or the getClassName method, should be overridden such that the name is set to the appropriate string. For example: <example>
** code example not available in .NET **
</example><example>
** code example not available in .NET **
</example></para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.getClassName(System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is called to determine the name that uniquely identifies the context.</para>
        <para>Either this method, or the stringClassName method which returns a string, should be overridden such that the name is set to the appropriate string. For example: <example>
** code example not available in .NET **
</example><example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="name">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.getImage(System.String&amp;,Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to retrieve an XPM icon image that has previously been set for this tool context.</para>
        <para>This icon image will be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">the returned name of an XPM Icon file </param>
      <param name="index">the index for the image being retrieved; three image representations are permitted: kImage1, kImage2, kImage3</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContext.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxContext.ContextCommandClass" />
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex">
      <summary>
        <para>Used to select between the three possible images associated with the context. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage1">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage2">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage3">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex">
      <summary>
        <para>Used to select between the three possible images associated with the context. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage1">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage2">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxContext.ImageIndex.kImage3">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxContextCommand">
      <summary>
        <para>Base class for context creation commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for context creation commands.</para>
        <para>The purpose of this command class is to create instances of user contexts derived from <b><ref>MPxContext</ref></b>, and to allow the MEL programmer to edit and query various properties of the context related to this command.</para>
        <para>The user will derive off of this class and override the <b>makeObj</b> method which will be called when this command is invoked in Maya.</para>
        <para>The context command is registered in Maya using <ref>MFnPlugin::registerContextCommand</ref></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.getCPtr(Autodesk.Maya.OpenMayaUI.MPxContextCommand)">
      <param name="obj">MPxContextCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.doEditFlags()">
      <summary>
        <para>This method is called when the command is called in edit mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden by context commands to determine which edit flags are set in conjunction with the argument parser for this command. The argument parser for this command can be obtained by calling the parser method. If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.doQueryFlags()">
      <summary>
        <para>This method is called when the command is called in query mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden by context commands to determine which query flags are set in conjunction with the argument parser for this command. The argument parser for this command can be obtained by calling the parser method. If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.makeObj()">
      <summary>
        <para>This function is used to instantiate a proxy context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In your derived class, declare this function:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>where userContextClass is derived from <ref>MPxContext</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Returns a pointer to an <ref>MPxContext</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPxContext.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.appendSyntax()">
      <summary>
        <para>This method should be overridden to append syntax to the context command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The syntax object can be obtained by calling the syntax method. The following flags cannot be used as user-defined flags as they are reserved for edit and query: "-e", "-edit", "-q", "-query".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.setResult(System.Boolean)">
      <summary>
        <para>This method should be called when the result of the context command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.setResult(System.Int32)">
      <summary>
        <para>This method should be called when the result of the context command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.setResult(System.Double)">
      <summary>
        <para>This method should be called when the result of the context command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.setResult(System.String)">
      <summary>
        <para>This method should be called when the result of the context command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.get__syntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.get__parser()">
      <returns>Returns a MArgParser.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxContextCommand.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxContextCommand._syntax">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxContextCommand._parser">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxContextCommand.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxNode">
      <summary>
        <para>Base class for user defined dependency nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxNode</ref> is the the parent class for user defined dependency nodes. A dependency node is an object that resides in the dependency graph. It computes output attributes based on a set of input attributes. When an input changes, the compute method is called for each dependent output.</para>
        <para>The dependency graph is made up of nodes that have connections between their attributes. When an attribute changes, recomputation propagates through the graph until all affected values have been updated.</para>
        <para>When writing a dependency node, there is a very basic rule that should be observed. The outputs should be calculated only using the values of the inputs. All information about the world outside the node should come from input attributes. If this rule is not observed, then the results may be unpredictable.</para>
        <para>All dependency nodes have four basic attributes. Documentation for them may be found with the documentation for the dependency nodes in Maya. Only one attribute requires special attention by node developers. Developers must decide whether to support the <em>HasNoEffect</em> setting of the <em>state</em> attribute. {<em>HasNoEffect}</em> means that a node should pass through all data without performing computations on it. For example, a deformer node will pass geometry through unmodified when <em>state</em> is set to <em>HasNoEffect</em>. It is up the the plug-in writer to observe the <em>HasNoEffect mode</em> if it is relevant to the type of node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxNode</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxNode</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getCPtr(Autodesk.Maya.OpenMaya.MPxNode)">
      <param name="obj">MPxNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.postConstructor()">
      <summary>
        <para>Post constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Internally maya creates two objects when a user defined node is created, the internal <ref>MObject</ref> and the user derived object. The association between the these two objects is not made until after the <ref>MPxNode</ref> constructor is called. This implies that no <ref>MPxNode</ref> member function can be called from the <ref>MPxNode</ref> constructor. The postConstructor will get called immediately after the constructor when it is safe to call any <ref>MPxNode</ref> member function. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Recompute the given output based on the nodes inputs. The plug represents the data value that needs to be recomputed, and the data block holds the storage for all of the node's attributes.</para>
        <para>The <ref>MDataBlock</ref> will provide smart handles for reading and writing this node's attribute values. Only these values should be used when performing computations.</para>
        <para>When evaluating the dependency graph, Maya will first call the compute method for this node. If the plug that is provided to the compute indicates that that the attribute was defined by the Maya parent node, the compute method should return <ref>MS::kUnknownParameter</ref>. When this occurs, Maya will call the internal Maya node from which the user-defined node is derived to compute the plug's value.</para>
        <para>This means that a user defined node does not need to be concerned with computing inherited output attributes. However, if desired, these can be safely <em>recomputed</em> by this method to change the behaviour of the node.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">MDataBlock</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getInternalValueInContext(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataHandle,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method is overriden by nodes that store attribute data in some internal format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The internal state of attributes can be set or queried using the setInternal and internal methods of <ref>MFnAttribute</ref>.</para>
        <para>When internal attribute values are queried via getAttr or <ref>MPlug::getValue</ref> this method is called.</para>
        <para>NOTE: the default behaviour of this method is to call MPxNode::getInternalValue( const MPlug&amp;, const MDataHandle&amp; ) if the context is normal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the attribute was place on the datablock </para>
                </item>
                <item>
                  <para>
                    <b>false</b> could not handle the specified attribute, pass this request to the default handler </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the attribute that is being queried </param>
      <param name="dataHandle">the dataHandle to store the attribute value </param>
      <param name="ctx">the context the method is being evaluated in</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setInternalValueInContext(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataHandle,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method is overriden by nodes that store attribute data in some internal format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The internal state of attributes can be set or queried using the setInternal and internal methods of <ref>MFnAttribute</ref>.</para>
        <para>When internal attribute values are set via setAttr or <ref>MPlug::setValue</ref> this method is called.</para>
        <para>Another use for this method is to impose attribute limits.</para>
        <para>NOTE: the default behaviour of this method is to call <ref>MPxNode::setInternalValue( const MPlug&amp;, const MDataHandle&amp; )</ref> if the context is normal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the attribute was set </para>
                </item>
                <item>
                  <para>
                    <b>false</b> could not handle the specified attribute, pass this request to the default handler </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the attribute that is being set </param>
      <param name="dataHandle">the dataHandle containing the value to set </param>
      <param name="ctx">the context the method is being evaluated in</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getInternalValue(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="plug">MPlug</param>
      <param name="dataHandle">MDataHandle</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setInternalValue(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="plug">MPlug</param>
      <param name="dataHandle">MDataHandle</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.internalArrayCount(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method is overriden by nodes that have internal array attributes which are not stored in Maya's datablock. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used by Maya to determine the non-sparse count of array elements during file io. If the internal array is stored sparsely, you should return the maximum index of the array plus one. If the internal array is non-sparse then return the length of the array.</para>
        <para>This method does not need to be implemented for attributes that are stored in the datablock since Maya will use the datablock size.</para>
        <para>If this method is overriden, it should return -1 for attributes which it does not handle. Maya will use the datablock size to determine the array length when -1 is returned.</para>
        <para />
      </remarks>
      <param name="plug">the array plug </param>
      <param name="ctx">the context </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.copyInternalData(Autodesk.Maya.OpenMaya.MPxNode)">
      <summary>
        <para>This method is overriden by nodes that store attribute data in some internal format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>On duplication this method is called on the duplicated node with the node being duplicated passed as the parameter. Overriding this method gives your node a chance to duplicate any internal data you've been storing and manipulating outside of normal attribute data.</para>
        <para />
      </remarks>
      <param name="arg0">MPxNode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.legalConnection(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean,System.Boolean&amp;)">
      <summary>
        <para>This method allows you to check for legal connections being made to attributes of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection if you are unable to determine if it is legal.</para>
      </remarks>
      <param name="plug">attribute on this node </param>
      <param name="otherPlug">attribute on other node </param>
      <param name="asSrc">is this plug a source of the connection </param>
      <param name="isLegal">set this to true if the connection is legal, false otherwise</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.legalDisconnection(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean,System.Boolean&amp;)">
      <summary>
        <para>This method allows you to check for legal disconnections being made to attributes of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this disconnection if you are unable to determine if it is legal.</para>
      </remarks>
      <param name="plug">attribute on this node </param>
      <param name="otherPlug">attribute on other node </param>
      <param name="asSrc">is this plug a source of the connection </param>
      <param name="isLegal">set this to true if the disconnection is legal, false otherwise</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setDependentsDirty(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>This method can be overridden in user defined nodes to specify which plugs should be set dirty based upon an input plug {<em>plugBeingDirtied}</em> which Maya is marking dirty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The list of plugs for Maya to mark dirty is returned by the plug array {<em>affectedPlugs}</em>. This method handles both dynamic as well as non-dynamic plugs and is useful in the following ways:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Allows attributeAffects-style relationships to be handled for dynamically-added attributes. Since <em><ref>MPxNode::attributeAffects</ref></em> can only be used with non-dynamic attributes, use of this method allows a way for all attributes of a node to affect one another, both dynamic and non-dynamic.</para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>Provides more flexible relationships than what is available with <em><ref>MPxNode::attributeAffects</ref></em>. For example, you may wish to not dirty plugs when the current frame is one. However, as the routine is called during dirty propagation, there are restrictions on what can be done within the routine, most importantly you must not cause any dependency graph computation. For details, see the IMPORTANT NOTE below.</para>
            </item>
          </list>
This method is designed to work harmoniously with <em><ref>MPxNode::attributeAffects</ref></em> on the same node. Alternately, you can do all affects relationships within a yourNode::setDependentsDirty() implementation.</para>
        <para>The body of a user-implemented <em><ref>setDependentsDirty()</ref></em> implementation might look like the following example, which causes the plug called "B" to be set dirty whever plug "A" is changed, i.e. A affects B.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>In the above example, whenever <em>plugBeingDirtied</em> is A, we add B to <em>affectedPlugs</em> so that Maya will dirty B and also any plugs which depend upon B.</para>
        <para>For cases where multi compound attributes are dirtied, it is the programmer's responsibility to define <b>ALL</b> affects relationships. Dirtying the parent plug of a multi does not imply that all of its children will be marked dirty. Likewise, dirtying a child attribute does not imply the parent of the multi is dirty. This must be explicitly defined using the affected plug array. The following example demonstrates how one would dirty both the element affected and the parent plug.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>IMPORTANT NOTE: since the <em><ref>setDependentsDirty()</ref></em> method is called during dirty propagation, you must be careful not to perform any dependency graph computations from within the routine. Instead, if you want to know the value of a plug, use <em><ref>MDataBlock::outputValue()</ref></em> because it will not result in computation (and thus recursion). In general, the majority of {<em><ref>setDependentsDirty()</ref>}</em> methods which users will implement should involve only fixed relationships. In the rare occurence where you need to look at plug values, please heed the warning with {<em><ref>MDataBlock::outputValue()</ref>}</em> and use plugs which contain values which you know to be up to date prior to the start of dirty propagation.</para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="plugArray">MPlugArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.connectionMade(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>This method gets called when connections are made to attributes of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection or if you want maya to process the connection as well.</para>
      </remarks>
      <param name="plug">attribute on this node </param>
      <param name="otherPlug">attribute on other node </param>
      <param name="asSrc">is this plug a source of the connection</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.connectionBroken(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>This method gets called when connections are broken with attributes of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection or if you want maya to process the connection as well.</para>
      </remarks>
      <param name="plug">attribute on this node </param>
      <param name="otherPlug">attribute on other node </param>
      <param name="asSrc">is this plug a source of the connection</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.isPassiveOutput(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method may be overridden by the user defined node if it wants to provide output attributes which do not prevent value modifications to the destination attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, output plugs on animation curve nodes are passive. This allows the attributes driven by the animation curves to be set to new values by the user.</para>
        <para>
          <section>
            <para>true indicates passive </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug representing output in question</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.shouldSave(Autodesk.Maya.OpenMaya.MPlug,System.Boolean&amp;)">
      <summary>
        <para>This method may be overridden by the user defined node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should only be required to override this on rare occasions.</para>
        <para>This method determines whether a specific attribute of this node should be written out during a file save. The default behavior is to only write the value if it differs from the default and is not being supplied by a connection. This behavior should be sufficient in most cases. This method is not called for ramp attributes since they should always be written.</para>
      </remarks>
      <param name="plug">plug representing the attribute to be saved </param>
      <param name="isSaving">boolean telling whether to save or not</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.passThroughToOne(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method may be overriden by nodes that have a one-to-one relationship between an input attribute and a corresponding output attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used by Maya to perform the following capabilities:</para>
        <para>
          <list type="bullet">
            <item>
              <para>When this node is deleted, the delete command will rewire the source of the input attribute to the destination of the output attribute if the source and destination are connected to nodes that are not deleted. </para>
            </item>
            <item>
              <para>History traversal algorithms such as the bakePartialHistory command use this method to direct its traversal through a shape's construction history. </para>
            </item>
            <item>
              <para>The base class Maya implementation of passThroughToAll will call this method if passThroughToAll returns false.</para>
            </item>
          </list>
          <section>
            <para>The corresponding plug, or an empty plug if no corresponding plug exists </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug</param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.passThroughToMany(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>This method is overriden by nodes that want to control the traversal behavior of some Maya search algorithms which traverse the history/future of shape nodes looking for directly related nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In particular, the Artisan paint code uses this method when searching for paintable nodes, and the disk cache code uses this method when searching for upstream cacheFile nodes.</para>
        <para>If this method is not implemented or returns false, the base class Maya implementation of this method calls passThroughToOne and returns the results of that call.</para>
        <para>
          <section>
            <para>true if plug was handled, false to invoke base class implementation </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug </param>
      <param name="plugArray">the corresponding plugs</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.isAbstractClass()">
      <summary>
        <para>Override this class to return true if this node is an abstract node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An abstract node can only be used as a base class. It cannot be created using the 'createNode' command.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>true if the node is abstract. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.addAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds a new attribute to a user defined node type during the type's initialization. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will only work during the static initialization method of the user defined node class. The initialization method is the one that is passed into <ref>MFnPlugin::registerNode</ref>. The attributes must first be created using one of the <ref>MFnAttribute</ref> classes, and can then be added using this method.</para>
        <para>For compound attributes, the proper way to use this method is by calling it with the parent attribute. If a compound attribute is passed, this method will add all of its children. NOTE: A failure will occur if you attempt to call <ref>addAttribute()</ref> on the children of a compound attribute.</para>
      </remarks>
      <param name="attr">new attribute to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.inheritAttributesFrom(System.String)">
      <summary>
        <para>This method allows a class of plugin node to inherit all of the attributes of a second class of plugin node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will only work during the static initialization method of the user defined node class and must be called before any other attributes have been added. The initialization method is the one that is passed into <ref>MFnPlugin::registerNode</ref>.</para>
        <para>A plugin node may only inherit attributes from one other class of plugin node. Attempting to call this method multiple times within a node's initialization method will result in an error.</para>
        <para>Both node classes must be registered using the same <ref>MPxNode::Type</ref>.</para>
      </remarks>
      <param name="parentClassName">class of node to inherit attributes from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.attributeAffects(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method specifies that a particular input attribute affects a specific output attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is required to make evaluation efficient. When an input changes, only the affected outputs will be computed. Output attributes cannot be keyable - if they are keyable, this method will fail.</para>
        <para>This method must be called for every attribute dependency when initializing the node's attributes. The attributes must first be added using the <ref>MPxNode::addAttribute</ref> method. Failing to call this method will cause the node not to update when its inputs change. If there are no calls to this method in a node's initialization, then the compute method will never be called.</para>
        <para>This method will only work during the static initialization method of the user defined node class. The initialization method is the one that is passed into <ref>MFnPlugin::registerNode</ref>. As a result, it does not work with dynamic attributes. For an alternate solution which handles dynamic as well as non-dynamic attributes refer to <em><ref>MPxNode::setDependentsDirty</ref></em>.</para>
      </remarks>
      <param name="whenChanges">input attribute - MObject that points to an input attribute that has already been added </param>
      <param name="isAffected">affected output attribute - MObject that points to an output attribute that has already been added</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getFilesToArchive(System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Use this method to return all external files used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This file list will be used by the File &gt; Archive zip feature, maya.exe -archive and the <code>file -q -list</code> mel command.</para>
        <para>Only include files that exist.</para>
        <para>If shortName is true, return just the filename portion of the path (can be obtained with MString::baseName()). Otherwise, return a full path.</para>
        <para>If unresolvedName is true, return the path before any resolution has been done (i.e leave it as a relative path, include unexpanded environment variables, tildes, ".."s etc). Otherwise, resolve the file path and return an absolute path (to resolve with standard Maya path resolution, use <ref>MFileObject::resolvedFullName()</ref>).</para>
        <para>
          <section>
            <para>Array of file paths </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">If true, only add the filename of the path </param>
      <param name="unresolvedName">If true, add paths before any resolution, rather than absolute paths. </param>
      <param name="markCouldBeImageSequence">If true, append an asterisk after any file path that could be an image sequence (note: only used by maya.exe -archive)</param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getFilesToArchive(System.Boolean,System.Boolean)">
      <summary>
        <para>Use this method to return all external files used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This file list will be used by the File &gt; Archive zip feature, maya.exe -archive and the <code>file -q -list</code> mel command.</para>
        <para>Only include files that exist.</para>
        <para>If shortName is true, return just the filename portion of the path (can be obtained with MString::baseName()). Otherwise, return a full path.</para>
        <para>If unresolvedName is true, return the path before any resolution has been done (i.e leave it as a relative path, include unexpanded environment variables, tildes, ".."s etc). Otherwise, resolve the file path and return an absolute path (to resolve with standard Maya path resolution, use <ref>MFileObject::resolvedFullName()</ref>).</para>
        <para>
          <section>
            <para>Array of file paths </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">If true, only add the filename of the path </param>
      <param name="unresolvedName">If true, add paths before any resolution, rather than absolute paths. </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getFilesToArchive(System.Boolean)">
      <summary>
        <para>Use this method to return all external files used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This file list will be used by the File &gt; Archive zip feature, maya.exe -archive and the <code>file -q -list</code> mel command.</para>
        <para>Only include files that exist.</para>
        <para>If shortName is true, return just the filename portion of the path (can be obtained with MString::baseName()). Otherwise, return a full path.</para>
        <para>If unresolvedName is true, return the path before any resolution has been done (i.e leave it as a relative path, include unexpanded environment variables, tildes, ".."s etc). Otherwise, resolve the file path and return an absolute path (to resolve with standard Maya path resolution, use <ref>MFileObject::resolvedFullName()</ref>).</para>
        <para>
          <section>
            <para>Array of file paths </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">If true, only add the filename of the path </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getFilesToArchive()">
      <summary>
        <para>Use this method to return all external files used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This file list will be used by the File &gt; Archive zip feature, maya.exe -archive and the <code>file -q -list</code> mel command.</para>
        <para>Only include files that exist.</para>
        <para>If shortName is true, return just the filename portion of the path (can be obtained with MString::baseName()). Otherwise, return a full path.</para>
        <para>If unresolvedName is true, return the path before any resolution has been done (i.e leave it as a relative path, include unexpanded environment variables, tildes, ".."s etc). Otherwise, resolve the file path and return an absolute path (to resolve with standard Maya path resolution, use <ref>MFileObject::resolvedFullName()</ref>).</para>
        <para>
          <section>
            <para>Array of file paths </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.getExternalContent(Autodesk.Maya.OpenMaya.MExternalContentInfoTable)">
      <param name="table">MExternalContentInfoTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.addExternalContentForFileAttr(Autodesk.Maya.OpenMaya.MExternalContentInfoTable,Autodesk.Maya.OpenMaya.MObject)">
      <param name="table">MExternalContentInfoTable</param>
      <param name="attr">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setExternalContentForFileAttr(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="attr">MObject</param>
      <param name="table">MExternalContentLocationTable</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setExternalContent(Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="table">MExternalContentLocationTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode._forceCache(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="ctx">MDGContext</param>
      <returns>Returns a MDataBlock.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode._forceCache()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MDataBlock.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode._setMPSafe(System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="flag">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode._setDoNotWrite(System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="flag">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode._doNotWrite()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.set_message(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.get_message()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.set_isHistoricallyInteresting(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.get_isHistoricallyInteresting()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.set_caching(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.get_caching()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.set_state(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.get_state()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.typeId()">
      <summary>
        <para>Returns the TYPEID of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The TYPEID is a four byte identifier that uniquely identifies this type of node to the binary file format.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type id of the node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.typeName()">
      <summary>
        <para>Returns the type name of this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type name identifies the node type to the ASCII file format. It may also be used with the MEL command "createNode" to create a new node of this type.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type name of the node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.name()">
      <summary>
        <para>Returns the name of this particular instance of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each object in the dependency graph has a name. This name will be used by the UI and by MEL.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type id of the node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.thisMObject()">
      <summary>
        <para>Returns the <ref>MObject</ref> associated with this user defined node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This makes it possible to use <ref>MFnDependencyNode</ref> or to construct plugs to this node's attributes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> handle for this node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setExistWithoutInConnections(System.Boolean)">
      <summary>
        <para>This method specifies whether or not the node can exist without input connections. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a node connected to this node is deleted resulting in no more input connections and if this flag is false, then this node will be deleted.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this <ref>MPxNode</ref> has not been initialized properly. Make sure this method is not being called from the constructor. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">true if this node can exist without input connections, false otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.existWithoutInConnections()">
      <summary>
        <para>Determines whether or not this node can exist without input connections. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a node connected to this node is deleted resulting in no more input connections and if this flag is false, then this node will be deleted.</para>
        <para>
          <section>
            <para>true is this node can exist without input connections, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this <ref>MPxNode</ref> has not been initialized properly. Make sure this method is not being called from the constructor. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.setExistWithoutOutConnections(System.Boolean)">
      <summary>
        <para>This method specifies whether or not the node can exist without output connections. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a node connected to this node is deleted resulting in no more output connections and if this flag is false, then this node will be deleted.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this <ref>MPxNode</ref> has not been initialized properly. Make sure this method is not being called from the constructor. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">true if this node can exist without output connections, false otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.existWithoutOutConnections()">
      <summary>
        <para>Determines whether or not this node can exist without output connections. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a node connected to this node is deleted resulting in no more output connections and if this flag is false, then this node will be deleted.</para>
        <para>
          <section>
            <para>true is this node can exist without output connections, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this <ref>MPxNode</ref> has not been initialized properly. Make sure this method is not being called from the constructor. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxNode.message">
      <summary>
        <para>message attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxNode.isHistoricallyInteresting">
      <summary>
        <para>is historically interesting attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxNode.caching">
      <summary>
        <para>caching attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxNode.state">
      <summary>
        <para>state attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipContainer">
      <summary>
        <para>Base class for user defined manipulator containers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxManipContainer</ref> is the base class for user-defined container manipulators. This class is derived from <ref>MPxNode</ref> since manipulators in Maya are dependency nodes.</para>
        <para>
          <ref>MPxManipContainer</ref> is a container manipulator that has at least one base manipulator. <ref>MPxManipContainer</ref> has methods for adding the following base manipulators types to the container: FreePointTriadManip, DirectionManip, DistanceManip, PointOnCurveManip, PointOnSurfaceManip, DiscManip, CircleSweepManip, ToggleManip, StateManip, and CurveSegmentManip.</para>
        <para>A container manipulator has one converter which is the interface between the container's children manipulators and the node plugs they affect. The values on the converter that are related to children manipulators are called converterManipValues, and the values on the converter that are related to the node plugs are called converterPlugValues.</para>
        <para>The conversion between converterManipValues and converterPlugValues are performed through conversion callback methods, except when there is a one-to-one connection between a converterManipValue and a converterPlugValue.</para>
        <para>There are two kinds of conversion callback methods: manipToPlug and plugToManip. A plugToManipConversionCallback is used to calculate a converterManipValue from various converterPlugValues. This callback has access to all the converterPlugValues and returns the value of a converterManipValue. A manipToPlugConversionCallback is used to calculate a converterPlugValue from various converterManipValues. This callback has access to all the converterManipValues and returns the value of a converterPlugValue.</para>
        <para>In order for an <ref>MPxManipContainer</ref> to be able to run, the manipulator needs to know that the initialization is finished through the finishAddingManips method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.get_PlugToManipConverion()">
      <returns>Returns a MCallbackIndexerHandler`4.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addPlugToManipConversion(System.UInt32)">
      <summary>
        <para>This method adds a plug to manipulator converter for the specified manipulator value (e.g. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>the start point of a distance manip). The converter must be implemented in the <ref>plugToManipConversion()</ref> virtual method of this class.</para>
        <para>NOTE: The conversion methods and callback methods of this class should not be mixed. The conversion methods are: <ref>addManipToPlugConversion()</ref>, <ref>addManipToPlugConversion()</ref> The callback methods are: <ref>addPlugToManipConversionCallback()</ref><ref>addManipToPlugConversionCallback()</ref></para>
        <para />
      </remarks>
      <param name="manipIndex">the index of the manipulator value for which the converter is being requested. The index is determined by calling the appropriate method of the manipulator's functionset (e.g. MFnDistanceManip::startPointIndex). </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.get_Item(Autodesk.Maya.OpenMaya.MPlug)">
      <param name="plug">MPlug</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addManipToPlugConversion(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method adds a manipulator to plug converter for the specified plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The converter must be implemented in the <ref>manipToPlugConversion()</ref> virtual method of this class.</para>
        <para>NOTE: The conversion methods and callback methods of this class should not be mixed. The conversion methods are: <ref>addManipToPlugConversion()</ref>, <ref>addManipToPlugConversion()</ref> The callback methods are: <ref>addPlugToManipConversionCallback()</ref><ref>addManipToPlugConversionCallback()</ref></para>
        <para>
          <section>
            <para>Index used to identify the plug inside the <ref>manipToPlugConversion()</ref> method. </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug for which the converter is being requested.</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.get_ManipToPlugConverion()">
      <returns>Returns a MCallbackIndexerHandler`4.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getCPtr(Autodesk.Maya.OpenMayaUI.MPxManipContainer)">
      <param name="obj">MPxManipContainer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MPxNode::kManipContainer</ref>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.initialize()">
      <summary>
        <para>This method initializes the manipulator, and should be overriden in user-defined manipulators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status of the operation. The base class always returns <ref>MS::kSuccess</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.newManipulator(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This static function is used to create a user-defined manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The manipObject argument is set to the new manipulator node. Note that the manipName argument must be the name of a manipulator derived from <ref>MPxManipContainer</ref>. Also note that this method creates the newManipulator, but doesn't add it to the DAG. The primary use of this method is in conjunction with <ref>MPxSelectionContext::addManipulator</ref>, to add user-defined manipulators to a context.</para>
        <para>
          <section>
            <para>The new manipulator </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="manipObject">manipulator object </param>
      <returns>Returns a MPxManipContainer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.preDrawUI(Autodesk.Maya.OpenMayaUI.M3dView)">
      <param name="view">M3dView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.drawUI(Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="drawManager">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.draw(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>This method can be overloaded to customize the drawing of the child manipulators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the default draw is also required, this method should be called from the derived method.</para>
        <para />
      </remarks>
      <param name="view">the view in which to draw </param>
      <param name="path">the current path </param>
      <param name="style">the display appearance </param>
      <param name="status">the display status </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.connectToDependNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method connects the manipulator to the dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a virtual method and needs to be overridden from the plug-in.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if successful, an error status otherwise. The base class returns <ref>MS::kFailure</ref> if there are no connections between manip values and plug values. </para>
          </section>
        </para>
      </remarks>
      <param name="dependNode">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.createChildren()">
      <summary>
        <para>This method should be overridden in user defined manipulators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is called after the user node derived from <ref>MPxManipContainer</ref> is set up. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addFreePointTriadManip(System.String,System.String)">
      <summary>
        <para>This method creates a FreePointTriadManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New FreePointTriadManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="pointName">point name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addDirectionManip(System.String,System.String)">
      <summary>
        <para>This method creates a DirectionManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New DirectionManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="directionName">direction name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addDistanceManip(System.String,System.String)">
      <summary>
        <para>This method creates a DistanceManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New DistanceManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="distanceName">distance name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addPointOnCurveManip(System.String,System.String)">
      <summary>
        <para>This method creates a PointOnCurveManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New PointOnCurveManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="paramName">parameter name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addPointOnSurfaceManip(System.String,System.String)">
      <summary>
        <para>This method creates a PointOnSurfaceManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New PointOnSurfaceManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="paramName">parameter name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addDiscManip(System.String,System.String)">
      <summary>
        <para>This method creates a DiscManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New DiscManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="angleName">angle name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addCircleSweepManip(System.String,System.String)">
      <summary>
        <para>This method creates a CircleSweepManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New CircleSweepManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="angleName">angle name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addToggleManip(System.String,System.String)">
      <summary>
        <para>This method creates a ToggleManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New ToggleManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="toggleName">toggle name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addStateManip(System.String,System.String)">
      <summary>
        <para>This method creates a StateManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New StateManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="stateName">state name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addCurveSegmentManip(System.String,System.String,System.String)">
      <summary>
        <para>This method creates a CurveSegmentManip and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>New CurveSegmentManip </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="startParamName">start parameter name </param>
      <param name="endParamName">end parameter name</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addRotateManip(System.String,System.String)">
      <summary>
        <para>This method creates a rotate manipulator and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Dag path to the new rotate manipulator </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="rotationName">name of the rotation vector</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addScaleManip(System.String,System.String)">
      <summary>
        <para>This method creates a scale manipulator and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Dag path to the new scale manipulator </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="scaleName">name of the scale vector</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addMPxManipulatorNode(System.String,System.String,Autodesk.Maya.OpenMayaUI.MPxManipulatorNode&amp;)">
      <summary>
        <para>This method creates a custom <ref>MPxManipulatorNode</ref> and adds it to the <ref>MPxManipContainer</ref> container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> failed to make new manipulator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipTypeName">manipulator name </param>
      <param name="manipName">name of the manip </param>
      <param name="proxyManip">returns a pointer to the new manipulator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.isManipActive(Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method determines if custom manip is active &amp; gets the current manip object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> custom manip is active </para>
                </item>
                <item>
                  <para>
                    <b>false</b> custom manip is inactive </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipType">the type of the custom manip </param>
      <param name="manipObject">manipulator object</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.finishAddingManips()">
      <summary>
        <para>This method should be called from the user-defined manipulator plug-in near the end of the connectToDependNode method so that the converter in the manipulator can be initialized. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The converter cannot be initialized until all the connections from the manip values to the plug values have been specified.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> There are no connections between manip values and plug valules. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.addToManipConnectTable(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>This method adds the user defined node as an entry in the manipConnectTable so that when this node is selected the user can use the show manip tool to get the user defined manipulator associated with this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the name of the manipulator node has to be the name of the plug-in node appended with "Manip".</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> if the node has been successfully added to the table. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTypeId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.removeFromManipConnectTable(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>This method removes the user defined node entry from the manipConnectTable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> if the node has been successfully removed from the table. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTypeId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.plugToManipConversion(System.UInt32)">
      <summary>
        <para>This virtual method calculates and returns the requested manipulator value, based upon the values of plugs on the nodes being manipulated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To use, call <ref>addPlugToManipConversion()</ref> for each manipulator value (e.g. the start point of a distance manip) you want this method to calculate, then implement this method to calculate those manipulator values. Each manipulator value is identified by the unique index returned by the corresponding method of its functionset (e.g. <ref>MFnDistanceManip::startPointIndex</ref>).</para>
        <para>
          <section>
            <para>New manipulator value. </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the manipulator value to be calculated</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.manipToPlugConversion(System.UInt32)">
      <summary>
        <para>This virtual method calculates and returns the requested plug value, based upon the container's manipulator values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To use, call <ref>addManipToPlugConversion()</ref> for each plug whose value you want this method to calculate then implement this method to calculate those plug values. Each plug is identified by the unique index returned by the <ref>addManipToPlugConversion()</ref> call.</para>
        <para>
          <section>
            <para>New plug value. </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">UInt32</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,System.UInt32&amp;)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="value">the value at the specified index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,System.Double&amp;)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="value">the value at the specified index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="x">Double&amp;</param>
      <param name="y">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="matrix">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterManipValue(System.UInt32,Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>This method retrieves the value of a converterManipValue of type unsigned int at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipIndex">the index of the converterManipValue </param>
      <param name="xform">MTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,System.Double&amp;)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="value">the value at the specified index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="x">Double&amp;</param>
      <param name="y">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="matrix">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.getConverterPlugValue(System.UInt32,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>This method retrieves the value of a converterPlugValue of type double at a given index from the converter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">the index of the converterPlugValue </param>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.doPress()">
      <summary>
        <para>This method gets called when the manipulator recieves a mouse down event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection or if you want maya to process the connection as well.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.doDrag()">
      <summary>
        <para>This method gets called when the manipulator recieves a mouse drag event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection or if you want maya to process the connection as well.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.doRelease()">
      <summary>
        <para>This method gets called when the manipulator recieves a mouse release event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to specify that maya should handle this connection or if you want maya to process the connection as well.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipContainer.PlugToManipConverion" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipContainer.Item" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipContainer.ManipToPlugConverion" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipContainer.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType">
      <summary>
        <para>Built-in manipulator types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kFreePointTriadManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDirectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDistanceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kPointOnCurveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kPointOnSurfaceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDiscManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCircleSweepManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kToggleManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kStateManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCurveSegmentManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCustomManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipContainer+manipToPlugdelegate" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+manipToPlugdelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+manipToPlugdelegate.Invoke(System.UInt32)">
      <param name="plugIndex">UInt32</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+manipToPlugdelegate.BeginInvoke(System.UInt32,System.AsyncCallback,System.Object)">
      <param name="plugIndex">UInt32</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+manipToPlugdelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipContainer+plugToManipdelegate" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+plugToManipdelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+plugToManipdelegate.Invoke(System.UInt32)">
      <param name="manipIndex">UInt32</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+plugToManipdelegate.BeginInvoke(System.UInt32,System.AsyncCallback,System.Object)">
      <param name="manipIndex">UInt32</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipContainer+plugToManipdelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
      <returns>Returns a IntPtr.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType">
      <summary>
        <para>Built-in manipulator types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kFreePointTriadManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDirectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDistanceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kPointOnCurveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kPointOnSurfaceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kDiscManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCircleSweepManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kToggleManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kStateManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCurveSegmentManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxManipContainer.baseType.kCustomManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.IMPxNode" />
    <member name="M:Autodesk.Maya.OpenMaya.IMPxNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <param name="plug">MPlug</param>
      <param name="dataBlock">MDataBlock</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI">
      <summary>
        <para>drawing and selection for user defined shapes </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base class for the UI portion of all user defined shapes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.getDrawData(System.Object,Autodesk.Maya.OpenMayaUI.MDrawData&amp;)">
      <summary>
        <para>Sets up draw data for the shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The draw data is meant to be a light weight class which can be used to pass geometry data through draw requests.</para>
        <para />
      </remarks>
      <param name="geom">the geometry necessary to draw the shape </param>
      <param name="outDrawData">output MDrawData&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.getCPtr(Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI)">
      <param name="obj">MPxSurfaceShapeUI</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.getDrawRequests(Autodesk.Maya.OpenMayaUI.MDrawInfo,System.Boolean,Autodesk.Maya.OpenMayaUI.MDrawRequestQueue)">
      <summary>
        <para>This routine must be overriden if the shape is to be drawn in the interactive display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function places drawing requests on maya's drawing queue and is called whenever the view is refreshed and the shape needs to be redrawn.</para>
        <para />
      </remarks>
      <param name="arg0">MDrawInfo</param>
      <param name="objectAndActiveOnly">Used to determine if draw requests for components need to be supplied. If false, some or all components are active and draw requests must be built for all components. </param>
      <param name="requests">MDrawRequestQueue</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.draw(Autodesk.Maya.OpenMayaUI.MDrawRequest,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This routine must be overriden if the shape is to be drawn in the interactive display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya will call this routine with requests that have been previously added to the drawing queue.</para>
        <para />
      </remarks>
      <param name="arg0">MDrawRequest</param>
      <param name="view">the interactive 3d view in which to draw </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.select(Autodesk.Maya.OpenMayaUI.MSelectInfo,Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>This routine must be overriden if the shape is to support interactive object and/or component selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The implementation of this method should call selectInfo.addSelection with information about the selected item and its selection mask. For single click selection, detected using the selectInfo.singleSection() method, the hit point should also be passed as an argument to selectInfo.addSelection.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> something was selected </para>
                </item>
                <item>
                  <para>
                    <b>false</b> nothing was selected </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectInfo">the Selection state information. </param>
      <param name="selectionList">List of items selected by this method. Do not update directly: use MSelectInfo::addSelection instead. </param>
      <param name="worldSpaceSelectPts">List of points used to sort corresponding selections in single-select mode. (Closest to camera wins.) Do not update directly: use MSelectInfo::addSelection instead.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.snap(Autodesk.Maya.OpenMayaUI.MSelectInfo)">
      <summary>
        <para>Maya calls this method when snapping to the shape's vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If you wish your custom shape to support point snapping then you must override this method and have it call snapInfo's <ref>MSelectInfo::setSnapPoint()</ref> method to set the point to be snapped to. If setSnapPoint() is called multiple times then the point closest to the cursor will be used.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> found a vertex to be snapped to </para>
                </item>
                <item>
                  <para>
                    <b>false</b> found no vertex to be snapped to </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="snapInfo">the Selection state information. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.canDrawUV()">
      <summary>
        <para>Called by Maya to determine if this surface shape supports UV drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the shape supports UV drawing, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.drawUV(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo)">
      <summary>
        <para>This method is called when the surface shape is selected and the texture view is open. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users should override this method if their custom shape supports UVs.</para>
        <para />
      </remarks>
      <param name="view">Texture view in which to draw UVs. </param>
      <param name="info">Drawing parameters. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.selectUV(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI+UVSelectionType,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method is called when the user performs a selection within the texture view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method is called only when the surface shape is member of the active selection list.</para>
        <para>Maya provides the current viewport instance, the type of the selection, the extents of the selection rectangle (in viewport coordinates), and if the selection mode is single selection. The API user is expected to fill the selection list and return a result of true if 'something was selected'.</para>
        <para>To properly use this method, you must make sure that you have a valid component type that Maya can recognize. Selection tests can be done using a pick buffer or by spatially determining the selected objects.</para>
        <para>
          <b>Important</b> Currently Maya does not know how to manipulate custom UV components. This method only provides the facilities to visualize what has been selected in the viewport. The API user is responsible for implementing commands that can manipulate the currently selected UVs.</para>
        <para>
          <section>
            <para>
              <b>true</b> if something was selected, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="view">the texture drawing view </param>
      <param name="selType">the selection type </param>
      <param name="xmin">minimum x coordinate value of the selection rectangle. </param>
      <param name="ymin">minimum y coordinate value of the selection rectangle. </param>
      <param name="xmax">maximum x coordinate value of the selection rectangle. </param>
      <param name="ymax">maximum y coordinate value of the selection rectangle. </param>
      <param name="singleSelect">indicates if the user is in single selection mode. </param>
      <param name="selList">the selection list to be populated.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.material(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns the material associated with this shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must supply a DAG path as a shape can have several materials if instanced.</para>
        <para>
          <section>
            <para>The material associated with this shape </para>
          </section>
        </para>
      </remarks>
      <param name="path">the path for which to get the material</param>
      <returns>Returns a MMaterial.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.materials(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMayaUI.MMaterialArray,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns a list of materials associated with this shape and a given list of components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must supply a DAG path as a shape can have several materials if instanced.</para>
        <para />
      </remarks>
      <param name="path">the path for which to get materials </param>
      <param name="componentFilter">the (optional) list of components to iterate over. If the list is empty, it will return materials for all components. </param>
      <param name="materials">materials associated with this shape. </param>
      <param name="componentSet">optional output for components associated with each returned material. A MObject::kNullObj entry indicates that the corresponding material is associated with the entire shape, not a specific component. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.materials(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMayaUI.MMaterialArray)">
      <summary>
        <para>Returns a list of materials associated with this shape and a given list of components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must supply a DAG path as a shape can have several materials if instanced.</para>
        <para />
      </remarks>
      <param name="path">the path for which to get materials </param>
      <param name="componentFilter">the (optional) list of components to iterate over. If the list is empty, it will return materials for all components. </param>
      <param name="materials">materials associated with this shape. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.surfaceShapeUI(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This is a static method that can be used to find the corresponding <ref>MPxSurfaceShapeUI</ref> for the specified path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an <ref>MPxSurfaceShapeUI</ref> does not exist then one is created.</para>
        <para>
          <b>Important</b> This function can only be used for custom surface shapes and the function will return NULL if the provided path is not a custom surface shape.</para>
        <para>
          <section>
            <para>The pointer to an <ref>MPxSurfaceShapeUI</ref> instance. </para>
          </section>
        </para>
      </remarks>
      <param name="path">The full path to a surface shape, including the shape. </param>
      <returns>Returns a MPxSurfaceShapeUI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.set_surfaceShape(Autodesk.Maya.OpenMaya.MPxSurfaceShape)">
      <param name="value">MPxSurfaceShape</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.get_surfaceShape()">
      <returns>Returns a MPxSurfaceShape.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.surfaceShape">
      <summary>
        <para>Returns the non-ui shape associated with current instance of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The non ui shape object </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType">
      <summary>
        <para>Selection modes for UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshUVs">
      <summary>
        <para>The UV selection type is UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshVerts">
      <summary>
        <para>The UV selection type is vertices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshFaces">
      <summary>
        <para>The UV selection type is faces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshEdges">
      <summary>
        <para>The UV selection type is edges. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType">
      <summary>
        <para>Selection modes for UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshUVs">
      <summary>
        <para>The UV selection type is UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshVerts">
      <summary>
        <para>The UV selection type is vertices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshFaces">
      <summary>
        <para>The UV selection type is faces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.UVSelectionType.kSelectMeshEdges">
      <summary>
        <para>The UV selection type is edges. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.IMPxToolCommand" />
    <member name="M:Autodesk.Maya.OpenMayaUI.IMPxToolCommand.cancel()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.IMPxToolCommand.finalize()" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxTransformationMatrix">
      <summary>
        <para>Base class of all user defined transformation matrices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxTransformationMatrix</ref> is the parent class for all user defined transformation matrices. A transformation matrix is a class that holds the individual components (i.e. translate, rotate, scale, pivots, etc.) that are used to construct a 4x4 matrix. Given that different combinations of transform components may produce similar 4x4 matrices, it is not always possible to get a generic 4x4 matrix and decompose it into unique components. This class allows better control over which components are changed than a generic 4x4 <ref>MMatrix</ref> could offer.</para>
        <para>The <ref>MPxTransformationMatrix</ref> class is designed for use as the mathematical brains behind the <ref>MPxTransform</ref> node. This separation is useful for class reuse (different types of <ref>MPxTransform</ref> nodes may still use the same <ref>MPxTransformationMatrix</ref> class) as well as simplifying the <ref>MPxTransform</ref> class.</para>
        <para>The <ref>MPxTransformationMatrix</ref> class is registered using the <ref>MFnPlugin::registerTransform()</ref> method. Both the <ref>MPxTransform</ref> and the <ref>MPxTransformationMatrix</ref> classes are registered in the same method. This allows for a clear association between a <ref>MPxTransform</ref> and a <ref>MPxTransformationMatrix</ref>.</para>
        <para>When registering the <ref>MPxTransformationMatrix</ref>, a <ref>MTypeId</ref> is required. For nodes using the default <ref>MPxTransformationMatrix</ref>, a statically defined <ref>MTypeId</ref> is provided by the <ref>MPxTransformationMatrix::baseTransformationMatrixId</ref> data member.</para>
        <para>Since the <ref>MPxTransformationMatrix</ref> class gives extended functionality to a native Maya class, several methods are given that are needed by Maya for this class to properly function in different settings.</para>
        <para>To create a transformation matrix, derive from this class and overload the <ref>creator()</ref> method and the assignment operator for the derived class. If any additional data items are added to this class, the <ref>copyValues()</ref> method should also be overloaded. This will ensure that the new values will get properly handed by Maya. The rest of the methods may be overloaded as needed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="isOwnMem">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MPxTransformationMatrix,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
      <param name="isOwnMem">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.getCPtr(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="obj">MPxTransformationMatrix</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.copyValues(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <summary>
        <para>This method should be overridden for any transform that uses more then the default transform values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The values from the passed class (which should be type checked and downcast to its appropriate value) should be copied to this class.</para>
        <para>Without this method being overridden, only the default transform components will get copied.</para>
        <para />
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.typeId()">
      <summary>
        <para>Returns the <ref>MTypeId</ref> of this transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MTypeId</ref> is a four byte identifier that uniquely identifies this type of transformation matrix.</para>
        <para>
          <section>
            <para>Type id of the transformation matrix. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.assign(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="src">MPxTransformationMatrix</param>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.assign(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="src">MMatrix</param>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.assign(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="src">MTransformationMatrix</param>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.equalEqual(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="arg0">MPxTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.notEqual(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="arg0">MPxTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.equalEqual(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="arg0">MTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.notEqual(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="arg0">MTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.equalEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.notEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MPxTransformationMatrix,System.Double)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
      <param name="tolerance">The tolerance used in the comparison.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MTransformationMatrix,System.Double)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTransformationMatrix</param>
      <param name="tolerance">The tolerance used in the comparison.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MMatrix,System.Double)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MMatrix</param>
      <param name="tolerance">The tolerance used in the comparison.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Determine if the <ref>MPxTransformationMatrix</ref> is equivalent within a specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The comparison is done with the resulting 4x4 <ref>MMatrix</ref> and not on a component by component basis.</para>
        <para>
          <section>
            <para>Boolean value; <b>true</b> The matrices are identical within the specified tolerance, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.reverse()">
      <summary>
        <para>Returns the negated translate, rotate, and scale without taking the pivots into account. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is provided only as a convenience: it is not called internally by Maya.</para>
        <para>Note that the value returned by this method is an instance of <ref>MPxTransformationMatrix</ref><b>not</b> an instance of your derived class. As such, caution must be exercised when using it with derived classes which provide their own data members as those members will not be preserved in the result.</para>
        <para>
          <section>
            <para>The reversed transformation matrix </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.transformBy(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Transforms the transformation matrix by the passed <ref>MTransformationMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The individual components are considered with the exception of the pivot translations.</para>
        <para>
          <section>
            <para>This transformation matrix. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTransformationMatrix</param>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asMatrix()">
      <summary>
        <para>Returns the four by four matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asMatrixInverse()">
      <summary>
        <para>Returns the inverse of the four by four matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asScaleMatrix()">
      <summary>
        <para>Returns scale matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale matrix takes points from object space to the space immediately following scale and shear transformations.</para>
        <para>For the default matrix, the scale matrix combines the space pivot [Sp], scale [S], shear [Sh], and scale translate [St] components as follows:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asScaleMatrixInverse()">
      <summary>
        <para>Returns inverse of the scale matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale matrix takes points from object space to the space immediately following scale and shear transformations.</para>
        <para>By default this value is described by: <example>
** code example not available in .NET **
</example><example>
** code example not available in .NET **
</example></para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asRotateMatrix()">
      <summary>
        <para>Returns the rotate section of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default this is described as:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asRotateMatrixInverse()">
      <summary>
        <para>Returns the inverse of the rotate matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default this is described as:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asMatrix(System.Double)">
      <summary>
        <para>Returns the four by four matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="percent">Double</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asInterpolationMatrix(Autodesk.Maya.OpenMaya.MTransformationMatrix,System.Double,System.Boolean,System.Int32)">
      <summary>
        <para>Returns a matrix that represents the specified percentage of this transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The two matrices involved in the interpolation are this transformation matrix and the passed transformation matrix, toMatrix.</para>
        <para>This is used by clusters.</para>
        <para>
          <section>
            <para>The interpolated matrix. </para>
          </section>
        </para>
      </remarks>
      <param name="toM">The matrix to interpolate to. </param>
      <param name="percent">The percentage of the interpolation (between 0 and 1) </param>
      <param name="rot">Should the rotation values be included? </param>
      <param name="direction">The desired direction of the interpolation. \li &lt;b&gt;0&lt;/b&gt; Closest path between this matrix and toMatrix.
\li &lt;b&gt;1&lt;/b&gt; From this matrix to toMatrix.
\li &lt;b&gt;2&lt;/b&gt; From toMatrix to this matrix.
</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asInterpolationMatrix(Autodesk.Maya.OpenMaya.MTransformationMatrix,System.Double,System.Boolean)">
      <summary>
        <para>Returns a matrix that represents the specified percentage of this transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The two matrices involved in the interpolation are this transformation matrix and the passed transformation matrix, toMatrix.</para>
        <para>This is used by clusters.</para>
        <para>
          <section>
            <para>The interpolated matrix. </para>
          </section>
        </para>
      </remarks>
      <param name="toM">The matrix to interpolate to. </param>
      <param name="percent">The percentage of the interpolation (between 0 and 1) </param>
      <param name="rot">Should the rotation values be included? </param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.asTransformationMatrix()">
      <summary>
        <para>Returns the custom transformation matrix as a standard <ref>MTransformationMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transformation matrix. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the translation component of the transformation matrix as a <ref>MVector</ref> in centimeters (the internal Maya linear unit). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The translation vector in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translation()">
      <summary>
        <para>Returns the translation component of the transformation matrix as a <ref>MVector</ref> in centimeters (the internal Maya linear unit). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The translation vector in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translateTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the translate component of the transformation matrix in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translateTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the translate component of the transformation matrix in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the translate component by translating relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The relative translate should be in centimeters.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.translateBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Add to the translate component by translating relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The relative translate should be in centimeters.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotation component of the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is used, <ref>MQuaternion::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The quaternion that is the rotation component of the transformation matrix</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotation()">
      <summary>
        <para>Returns the rotation component of the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is used, <ref>MQuaternion::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The quaternion that is the rotation component of the transformation matrix</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.eulerRotation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotation component of the transformation matrix as a euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is used, <ref>MEulerRotation::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The euler angle that is the rotation component of the transformation matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">The space in which to get the rotation. </param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.eulerRotation()">
      <summary>
        <para>Returns the rotation component of the transformation matrix as a euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is used, <ref>MEulerRotation::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The euler angle that is the rotation component of the transformation matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Rotates relative to the current rotation value of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Rotates relative to the current rotation value of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Rotates relative to the current rotation value of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Rotates relative to the current rotation value of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotationOrder()">
      <summary>
        <para>Returns the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotation order use by the rotation component of the transformation matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,System.Boolean)">
      <summary>
        <para>Sets the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">RotationOrder</param>
      <param name="preserve">If true then the values will change to preserve the rotation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Sets the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateOrientation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation orients the local rotation space.</para>
        <para>
          <section>
            <para>The rotate orientation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotateOrientation()">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation orients the local rotation space.</para>
        <para>
          <section>
            <para>The rotate orientation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">The rotate orientation. </param>
      <param name="arg1">Space</param>
      <param name="balance">If true, the overall rotation will be preserved by altering the rotation to compensate for the change in rotate orientation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">The rotate orientation. </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">The rotate orientation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.eulerRotateOrientation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as an euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation orients the local rotation space.</para>
        <para>
          <section>
            <para>The rotate orientation as an euler angle.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.eulerRotateOrientation()">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as an euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation orients the local rotation space.</para>
        <para>
          <section>
            <para>The rotate orientation as an euler angle.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="euler">MEulerRotation</param>
      <param name="arg1">Space</param>
      <param name="balance">If true, the overall rotation will be preserved by altering the rotation to compensate for the change in rotate orientation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="euler">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotateOrientation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets the rotate orientation for the transformation matrix to the passed quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the rotation that orients the local rotation space.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid space was used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="euler">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scale(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the space is invalid a <ref>MVector</ref> with all of its components being 1.0 is returned.</para>
        <para>Only the scale is returned, without the scale pivot, scale pivot translate, or shear values applied.</para>
        <para>
          <section>
            <para>Vector holding the x, y, and z scale components</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scale()">
      <summary>
        <para>Returns the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the space is invalid a <ref>MVector</ref> with all of its components being 1.0 is returned.</para>
        <para>Only the scale is returned, without the scale pivot, scale pivot translate, or shear values applied.</para>
        <para>
          <section>
            <para>Vector holding the x, y, and z scale components</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scaleTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is passed, the scale will not be changed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scaleTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Set the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an invalid space is passed, the scale will not be changed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scaleBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Apply a relative scale to the existing scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scaleBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Apply a relative scale to the existing scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shear(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the xy, xz, yz values of shear.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shear()">
      <summary>
        <para>Returns the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the xy, xz, yz values of shear.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shearTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shearTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shearBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Apply a new shear to the existing shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shear values are added by multiplying the individual shear components with the offset values.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.shearBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Apply a new shear to the existing shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shear values are added by multiplying the individual shear components with the offset values.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scalePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot used by the scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is in centimeters.</para>
        <para>
          <section>
            <para>The scale pivot point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scalePivot()">
      <summary>
        <para>Returns the pivot used by the scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is in centimeters.</para>
        <para>
          <section>
            <para>The scale pivot point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the pivot used by the scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating translation will be added to the scale pivot transformation to achieve this.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Set true is the overall transform should remain unchanged after setting the new scale pivot value.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the pivot used by the scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating translation will be added to the scale pivot transformation to achieve this.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setScalePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the pivot used by the scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating translation will be added to the scale pivot transformation to achieve this.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scalePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the scale pivot translation, which is used to compensate for changes of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The scale pivot translation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.scalePivotTranslation()">
      <summary>
        <para>Returns the scale pivot translation, which is used to compensate for changes of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The scale pivot translation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the scale pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the scale pivot is changed, there is an option to automatically compensate for the change so that the overall transformation is not altered. The compensating factor is the scale pivot translation.</para>
        <para>This method will manually change the scale pivot translation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Set the scale pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the scale pivot is changed, there is an option to automatically compensate for the change so that the overall transformation is not altered. The compensating factor is the scale pivot translation.</para>
        <para>This method will manually change the scale pivot translation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotatePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot used by the rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotation pivot point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotatePivot()">
      <summary>
        <para>Returns the pivot used by the rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotation pivot point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the pivot used by the rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the pivot used by the rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the pivot used by the rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotatePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotate pivot translation, which is used to compensate for changes of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotate pivot translation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.rotatePivotTranslation()">
      <summary>
        <para>Returns the rotate pivot translation, which is used to compensate for changes of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotate pivot translation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the rotate pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the scale pivot is changed, there is an option to automatically compensate for the change so that the overall transformation is not altered. The compensating factor is the rotate pivot translation.</para>
        <para>See the documentation for setRotatePivot for an explanation of the compensating calculation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Set the rotate pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the scale pivot is changed, there is an option to automatically compensate for the change so that the overall transformation is not altered. The compensating factor is the rotate pivot translation.</para>
        <para>See the documentation for setRotatePivot for an explanation of the compensating calculation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.unSquishIt()">
      <summary>
        <para>Remove any shearing and any non-proportional scaling from this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the scaling is non-proportional, then the maximum scale of the three scale axes will be used on all of the scale axes.</para>
        <para>If new scaling or shearing types are added to a derived class, this method should be overloaded.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.unSquishMatrix()">
      <summary>
        <para>Remove any shearing and any non-proportional scaling. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the scaling is non-proportional, then the maximum scale of the three scale axes will be used on all of the scale axes. The method creates a new 4x4 <ref>MMatrix</ref> and leaves this transformation matrix unchanged.</para>
        <para>If new scaling or shearing types are added to a derived class, this method should be overloaded.</para>
        <para>
          <section>
            <para>The unsquished 4x4 matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.convertTransformationRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Convert from <ref>MTransformationMatrix::RotationOrder</ref> to <ref>MEulerRotation::RotationOrder</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <ref>MTransformationMatrix::kLast</ref> or <ref>MTransformationMatrix::kInvalid</ref> is passed in, <ref>MEulerRotation::kXYZ</ref> will be returned along with a kInvalidParameter return status.</para>
        <para>
          <section>
            <para>The corresponding <ref>MEulerRotation::RotationOrder</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> No matching enum was found. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">RotationOrder</param>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.convertEulerRotationOrder(Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Convert from <ref>MEulerRotation::RotationOrder</ref> to <ref>MTransformationMatrix::RotationOrder</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The corresponding <ref>MTransformationMatrix::RotationOrder</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> No matching enum was found. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">RotationOrder</param>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.get_identity()">
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.set_baseTransformationMatrixId(Autodesk.Maya.OpenMaya.MTypeId)">
      <param name="value">MTypeId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.get_baseTransformationMatrixId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.convertRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="arg0">RotationOrder</param>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.convertRotationOrder(Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="arg0">RotationOrder</param>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.set_creator(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="value">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.get_creator()">
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.identity">
      <summary>
        <para>The identity transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.baseTransformationMatrixId">
      <summary>
        <para>Type id for the default <ref>MPxTransformationMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransformationMatrix.creator">
      <summary>
        <para>A method to use when registering a custom transform that uses a default <ref>MPxTransformationMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The caller is responsible for deleting the memory created by this method.</para>
        <para>
          <section>
            <para>The new <ref>MPxTransformationMatrix</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionList">
      <summary>
        <para>A list of MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements a list of MObjects.</para>
        <para>The global selection list is a special case where the objects on the list are also active objects in Maya.</para>
        <para>Besides the usual list methods, this class also provides an add method which retrieves objects from Maya, such as dependency nodes, by name. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection list. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection list. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.#ctor(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection list. </para>
      </remarks>
      <param name="src">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getPlug(System.UInt32)">
      <summary>
        <para>Get the plug at the specified index of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getDagPath(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the dag path and component (may be NULL) of the given element of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <param name="component">storage for a handle for the component. This will be null if there is no component</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.DependNodes(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="in_Type">optional Type</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.DagPaths(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="in_Type">optional Type</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.Plugs(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="in_Type">optional Type</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.GetEnumerator(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="in_Type">Type</param>
      <returns>Returns a IEnumerable`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getCPtr(Autodesk.Maya.OpenMaya.MSelectionList)">
      <param name="obj">MSelectionList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.clear()">
      <summary>
        <para>This method empties the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The list was successfully reset. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error resetting list. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getDependNode(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get a handle for the dependency node of the given element of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <param name="depNode">storage for the result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getDagPath(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the dag path and component (may be NULL) of the given element of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <param name="dagPath">storage for the dag path of the item </param>
      <param name="component">storage for a handle for the component. This will be null if there is no component</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getDagPath(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the dag path and component (may be NULL) of the given element of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <param name="dagPath">storage for the dag path of the item </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getPlug(System.UInt32,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Get the plug at the specified index of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned item </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error returning item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the items position in the list </param>
      <param name="plug">storage for the result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="mergeWithExisting">merge new item with existing one, or add unconditionally to end of list.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
      <param name="mergeWithExisting">merge new item with existing one, or add unconditionally to end of list.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(System.String,System.Boolean)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="matchString">String</param>
      <param name="searchChildNamespacesToo">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(System.String)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="matchString">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="mergeWithExisting">merge new item with existing one, or add unconditionally to end of list.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.add(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Add the specified DG node to the end of the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <em>mergeWithExisting</em> is true, the given item is unconditionally added to the end of the list. Otherwise, If the item is already on the list, it is moved from its current position to the end of the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Object successfully added to the list </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error adding the object to the list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.remove(System.UInt32)">
      <summary>
        <para>Removes the item at the given index from the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Item was successfully removed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error removing item </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the item to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.replace(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove the item at the given index in the list and replace it with the given object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given index must not be greater than the current number of items on the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The replacement was successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node, or the index is larger than the list size </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The replacement falied </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the item to remove from the list</param>
      <param name="item">A pointer to the replacement object </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.replace(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove the item at the given index in the list and replace it with the given object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given index must not be greater than the current number of items on the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The replacement was successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node, or the index is larger than the list size </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The replacement falied </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the item to remove from the list</param>
      <param name="item">A pointer to the replacement object </param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.replace(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Remove the item at the given index in the list and replace it with the given object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given index must not be greater than the current number of items on the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The replacement was successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node, or the index is larger than the list size </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The replacement falied </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the item to remove from the list</param>
      <param name="item">A pointer to the replacement object </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.replace(System.UInt32,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Remove the item at the given index in the list and replace it with the given object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given index must not be greater than the current number of items on the list.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The replacement was successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node, or the index is larger than the list size </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The replacement falied </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the item to remove from the list</param>
      <param name="plug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.hasItem(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the given dependency node is in this selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the selection list contains a DAG node, the overloaded version of this method that takes an <ref>MDagPath</ref> must be used. A dag path will not compare identically to a DG node, even if they both refer to the same node.</para>
        <para>
          <section>
            <para>true if the item is in this list, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to attempt test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">The item to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.hasItem(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the given dependency node is in this selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the selection list contains a DAG node, the overloaded version of this method that takes an <ref>MDagPath</ref> must be used. A dag path will not compare identically to a DG node, even if they both refer to the same node.</para>
        <para>
          <section>
            <para>true if the item is in this list, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to attempt test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">The item to check for </param>
      <param name="component">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.hasItem(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Determines whether or not the given dependency node is in this selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the selection list contains a DAG node, the overloaded version of this method that takes an <ref>MDagPath</ref> must be used. A dag path will not compare identically to a DG node, even if they both refer to the same node.</para>
        <para>
          <section>
            <para>true if the item is in this list, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to attempt test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">The item to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.hasItem(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Determines whether or not the given dependency node is in this selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the selection list contains a DAG node, the overloaded version of this method that takes an <ref>MDagPath</ref> must be used. A dag path will not compare identically to a DG node, even if they both refer to the same node.</para>
        <para>
          <section>
            <para>true if the item is in this list, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to attempt test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.hasItemPartly(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method differs from <em>hasItem</em> in that it determines whether or not <em>at least one</em> of the components of the the given DAG object are in this selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only applicable when multiple components are provided.</para>
        <para>
          <section>
            <para>true if at least one of the components in this list, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or contains an invalid DagPath, or the component parameter is not a handle to a valid component </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to attempt test </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">the DAG object to check for </param>
      <param name="component">the components of item to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.toggle(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes those components of the given selection item which are on the selection list, and adds those parts which are not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does nothing if no components are provided.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error doing toggle </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">Dag object to be toggled </param>
      <param name="component">components of the object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.toggle(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Removes those components of the given selection item which are on the selection list, and adds those parts which are not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does nothing if no components are provided.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> item is null or is not a handle to a dependency node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error doing toggle </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="item">Dag object to be toggled </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.assign(Autodesk.Maya.OpenMaya.MSelectionList)">
      <param name="other">MSelectionList</param>
      <returns>Returns a MSelectionList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.merge(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MSelectionList+MergeStrategy)">
      <summary>
        <para>Merge the two selection lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kMergeNormal</ref>
                </b> Add the target item if it is not already in the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kXORWithList</ref>
                </b> XOR the item with the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kRemoveFromList</ref>
                </b> Remove the item in the list if it exists in the list.</para>
            </item>
          </list>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> other is an empty list </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the selection list to be merged. </param>
      <param name="strategy">the merging strategy. It can be one of the the following:</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.merge(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Merge the two selection lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kMergeNormal</ref>
                </b> Add the target item if it is not already in the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kXORWithList</ref>
                </b> XOR the item with the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kRemoveFromList</ref>
                </b> Remove the item in the list if it exists in the list.</para>
            </item>
          </list>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> other is an empty list </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the selection list to be merged. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.merge(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MSelectionList+MergeStrategy)">
      <summary>
        <para>Merge the two selection lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kMergeNormal</ref>
                </b> Add the target item if it is not already in the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kXORWithList</ref>
                </b> XOR the item with the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kRemoveFromList</ref>
                </b> Remove the item in the list if it exists in the list.</para>
            </item>
          </list>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> other is an empty list </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
      <param name="strategy">the merging strategy. It can be one of the the following:</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.merge(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Merge the two selection lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kMergeNormal</ref>
                </b> Add the target item if it is not already in the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kXORWithList</ref>
                </b> XOR the item with the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kRemoveFromList</ref>
                </b> Remove the item in the list if it exists in the list.</para>
            </item>
          </list>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> other is an empty list </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.merge(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Merge the two selection lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kMergeNormal</ref>
                </b> Add the target item if it is not already in the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kXORWithList</ref>
                </b> XOR the item with the list. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSelectionList::kRemoveFromList</ref>
                </b> Remove the item in the list if it exists in the list.</para>
            </item>
          </list>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> Method successfull </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> other is an empty list </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getSelectionStrings(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Gets the string representations of the items in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The strings will be in the format used by the scripting language.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfull </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">storage for the returned strings</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getSelectionStrings(System.UInt32,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Gets the string representations of the items in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The strings will be in the format used by the scripting language.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfull </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">UInt32</param>
      <param name="array">storage for the returned strings</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.get_isEmpty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSelectionList.isEmpty">
      <summary>
        <para>Specifies whether or not the selection list contains any items. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the list is empty, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in the selection list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSelectionList.length">
      <summary>
        <para>This method returns the number of selection items in the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of items in the list</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successfully returned a result </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in the selection list </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSelectionList.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy">
      <summary>
        <para>Specifies how to merge objects with those already in the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kMergeNormal">
      <summary>
        <para>If the object is not already on the list, add it. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kXORWithList">
      <summary>
        <para>Exclusive OR: if the object is already on the list, remove it, otherwise add it. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kRemoveFromList">
      <summary>
        <para>Remove the object from the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy">
      <summary>
        <para>Specifies how to merge objects with those already in the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kMergeNormal">
      <summary>
        <para>If the object is not already on the list, add it. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kXORWithList">
      <summary>
        <para>Exclusive OR: if the object is already on the list, remove it, otherwise add it. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionList.MergeStrategy.kRemoveFromList">
      <summary>
        <para>Remove the object from the list. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.DrawCallbackBridge+DrawCbBridgeInternal" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.DrawCallbackBridge+DrawCbBridgeInternal.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.DrawCallbackBridge+DrawCbBridgeInternal.Invoke(System.IntPtr,System.IntPtr,System.IntPtr)">
      <param name="context">IntPtr</param>
      <param name="renderItemList">IntPtr</param>
      <param name="shaderInstance">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.DrawCallbackBridge+DrawCbBridgeInternal.BeginInvoke(System.IntPtr,System.IntPtr,System.IntPtr,System.AsyncCallback,System.Object)">
      <param name="context">IntPtr</param>
      <param name="renderItemList">IntPtr</param>
      <param name="shaderInstance">IntPtr</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.DrawCallbackBridge+DrawCbBridgeInternal.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MStreamUtils">
      <summary>
        <para>Stream functionality. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides some standard stream functionality for developers working in C++ or script. Write methods are provided for writing to ASCII or binary. Read methods are only binary. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MArgList)">
      <param name="os">MOStream</param>
      <param name="args">MArgList</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <param name="os">MOStream</param>
      <param name="array">MAttributePatternArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <param name="os">MOStream</param>
      <param name="array">MCallbackIdArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="os">MOStream</param>
      <param name="array">MColorArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MColor)">
      <param name="os">MOStream</param>
      <param name="c">MColor</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <param name="os">MOStream</param>
      <param name="array">MDagPathArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <param name="os">MOStream</param>
      <param name="array">MDoubleArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="os">MOStream</param>
      <param name="rotation">MEulerRotation</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="os">MOStream</param>
      <param name="m">MFloatMatrix</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatPointArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="os">MOStream</param>
      <param name="p">MFloatPoint</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatVectorArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="os">MOStream</param>
      <param name="v">MFloatVector</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="os">MOStream</param>
      <param name="array">MIntArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="os">MOStream</param>
      <param name="m">MMatrix</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MMatrixArray)">
      <param name="os">MOStream</param>
      <param name="array">MMatrixArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="os">MOStream</param>
      <param name="array">MPointArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="os">MOStream</param>
      <param name="p">MPoint</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="os">MOStream</param>
      <param name="q">MQuaternion</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MTimeArray)">
      <param name="os">MOStream</param>
      <param name="array">MTimeArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MTime)">
      <param name="os">MOStream</param>
      <param name="t">MTime</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MUint64Array)">
      <param name="os">MOStream</param>
      <param name="array">MUint64Array</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="os">MOStream</param>
      <param name="array">MUintArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="os">MOStream</param>
      <param name="array">MVectorArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MVector)">
      <param name="os">MOStream</param>
      <param name="v">MVector</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="os">MOStream</param>
      <param name="array">MStringArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeLine(Autodesk.Maya.OpenMaya.MOStream)">
      <param name="arg0">MOStream</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.getCPtr(Autodesk.Maya.OpenMaya.MStreamUtils)">
      <param name="obj">MStreamUtils</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.stdErrorStream()">
      <summary>
        <para>This method returns the cerr ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.stdOutStream()">
      <summary>
        <para>This method returns the cout ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeChar(Autodesk.Maya.OpenMaya.MOStream,System.Char,System.Boolean)">
      <summary>
        <para>This method is used to write out a "char" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
      <param name="binary">If true, the byte(s) of value are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeChar(Autodesk.Maya.OpenMaya.MOStream,System.Char)">
      <summary>
        <para>This method is used to write out a "char" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.String,System.Boolean)">
      <summary>
        <para>This method is used to write out a mull-terminated string (const char*) to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">string to write out </param>
      <param name="binary">If true, the byte(s) of the value string are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.String)">
      <summary>
        <para>This method is used to write out a mull-terminated string (const char*) to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">string to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeInt(Autodesk.Maya.OpenMaya.MOStream,System.Int32,System.Boolean)">
      <summary>
        <para>This method is used to write out a "int" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
      <param name="binary">If true, the byte(s) of value are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeInt(Autodesk.Maya.OpenMaya.MOStream,System.Int32)">
      <summary>
        <para>This method is used to write out a "int" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeFloat(Autodesk.Maya.OpenMaya.MOStream,System.Single,System.Boolean)">
      <summary>
        <para>This method is used to write out a "float" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
      <param name="binary">If true, the byte(s) of value are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeFloat(Autodesk.Maya.OpenMaya.MOStream,System.Single)">
      <summary>
        <para>This method is used to write out a "float" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeDouble(Autodesk.Maya.OpenMaya.MOStream,System.Double,System.Boolean)">
      <summary>
        <para>This method is used to write out a "double" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
      <param name="binary">If true, the byte(s) of value are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeDouble(Autodesk.Maya.OpenMaya.MOStream,System.Double)">
      <summary>
        <para>This method is used to write out a "double" value to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">value to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readChar(Autodesk.Maya.OpenMaya.MIStream,System.Char&amp;,System.Boolean)">
      <summary>
        <para>This method is used to read a "char" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readChar(Autodesk.Maya.OpenMaya.MIStream,System.Char&amp;)">
      <summary>
        <para>This method is used to read a "char" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.String&amp;,System.UInt32,System.Boolean)">
      <summary>
        <para>This method is used to read a character string (char*) from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="length">number of characters to read </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.String&amp;,System.UInt32)">
      <summary>
        <para>This method is used to read a character string (char*) from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="length">number of characters to read </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readInt(Autodesk.Maya.OpenMaya.MIStream,System.Int32&amp;,System.Boolean)">
      <summary>
        <para>This method is used to read a "int" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readInt(Autodesk.Maya.OpenMaya.MIStream,System.Int32&amp;)">
      <summary>
        <para>This method is used to read a "int" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readFloat(Autodesk.Maya.OpenMaya.MIStream,System.Single&amp;,System.Boolean)">
      <summary>
        <para>This method is used to read a "float" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readFloat(Autodesk.Maya.OpenMaya.MIStream,System.Single&amp;)">
      <summary>
        <para>This method is used to read a "float" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readDouble(Autodesk.Maya.OpenMaya.MIStream,System.Double&amp;,System.Boolean)">
      <summary>
        <para>This method is used to read a "double" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readDouble(Autodesk.Maya.OpenMaya.MIStream,System.Double&amp;)">
      <summary>
        <para>This method is used to read a "double" binary value from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.CreateOFStream(System.String)">
      <param name="filename">String</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.Close(Autodesk.Maya.OpenMaya.MOStream)">
      <param name="ostreamPtr">MOStream</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.CreateIFStream(System.String)">
      <param name="filename">String</param>
      <returns>Returns a MIStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.Close(Autodesk.Maya.OpenMaya.MIStream)">
      <param name="istreamPtr">MIStream</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.Byte[],System.Boolean)">
      <summary>
        <para>This method is used to write out a mull-terminated string (const char*) to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">string to write out </param>
      <param name="binary">If true, the byte(s) of the value string are written out. If false, the string representation is written out.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.Byte[])">
      <summary>
        <para>This method is used to write out a mull-terminated string (const char*) to an ostream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> write worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to write value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outStream">MOStream</param>
      <param name="value">string to write out </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.Byte[],System.UInt32,System.Boolean)">
      <summary>
        <para>This method is used to read a character string (char*) from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="length">number of characters to read </param>
      <param name="binary">if true the value appears in the input stream in binary form, otherwise it is in string form</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.Byte[],System.UInt32)">
      <summary>
        <para>This method is used to read a character string (char*) from an istream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> read worked </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> value is NULL or stream failed to read value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="inStream">MIStream</param>
      <param name="value">where the input is stored </param>
      <param name="length">number of characters to read </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.getLength(Autodesk.Maya.OpenMaya.MIStream)">
      <param name="inStream">MIStream</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MStringArray">
      <summary>
        <para>Array of MStrings data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MStrings. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor(System.String[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="strings">String[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor(System.UInt32,System.String)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get(System.String[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the array of MStrings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination array of MStrings is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output String[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.IndexOf(System.String)">
      <param name="item">String</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Insert(System.Int32,System.String)">
      <param name="index">Int32</param>
      <param name="item">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Add(System.String)">
      <param name="item">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Contains(System.String)">
      <param name="item">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.CopyTo(System.String[],System.Int32)">
      <param name="array">String[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Remove(System.String)">
      <param name="item">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.getCPtr(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="obj">MStringArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.set_Item(System.Int32,System.String)">
      <param name="index">Int32</param>
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.assign(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="other">MStringArray</param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.set(System.String,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> operation succeeded </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kInvalidParameter</ref> index out of range </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> operation succeeded </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kInvalidParameter</ref> index out of range </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.insert(System.String,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.append(System.String)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSyntax">
      <summary>
        <para>Syntax for Commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to specify flags and arguments passed to commands. Once the syntax of the command has been defined by calls to the methods in this class, Maya will be able to automatically parse invocations of the command and reject syntactically invalid ones. When the <em>doIt</em> method of the command is invoked, the provided argument list can be parsed automatically into an instance of either the <ref>MArgDatabase</ref> class (for commands) or <ref>MArgParser</ref> class (for context commands) by passing the constructor for that class both the argument list and the syntax object for the command.</para>
        <para>There are three type of arguments that can be specified via these syntax methods: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Note:</b>
          <em>command arguments</em> and <em>objects</em> are incompatible and must not be combined in the syntax definition of a command. If an attempt is made to do so, neither command arguments or objects will be accessible via the <ref>MArgDatabase</ref> or <ref>MArgParser</ref> classes.</para>
        <para>The <em>addFlag</em> method is used to add a flag argument to a command. Flags need to have a <em>type</em> specified for them from the list of available types in the MArgType enum and can take up to six parameters. Flags can be set as being allowed multiple times on the command line be calling the <em>makeFlagMultiUse</em> method.</para>
        <para>The <em>addArg</em> method is used to add a command argument to a command. Such arguments must also have a <em>type</em> specified for them from the list of available types in the MArgType enum. If you specify an argument via this call, Maya will reject an invocation of the command as being syntactically invalid if an argument of the correct type is not provided. If the type <em>kSelectionItem</em> is provided, Maya will include the contents of the selection list as the argument to the command.</para>
        <para>The <em>setObjectType</em> method is used to specify that the command requires an object list. Parameters to this method allow you to specify minimum and maximum numbers of objects. As well, if the <em>useSelectionAsDefault</em> method is used in conjunction with this, Maya will use the contents of the selection list as the objects for the command if none are specified.</para>
        <para>The documentation for the <ref>MArgDatabase</ref> and <ref>MArgParser</ref> classes describe how to access the parsed information for a command inside the doIt method of that command. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.#ctor(Autodesk.Maya.OpenMaya.MSyntax)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="other">MSyntax</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.getCPtr(Autodesk.Maya.OpenMaya.MSyntax)">
      <param name="obj">MSyntax</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.assign(Autodesk.Maya.OpenMaya.MSyntax)">
      <param name="rhs">MSyntax</param>
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
      <param name="argType2">another type of the argument required by the flag, if any </param>
      <param name="argType3">another type of the argument required by the flag, if any </param>
      <param name="argType4">another type of the argument required by the flag, if any </param>
      <param name="argType5">another type of the argument required by the flag, if any </param>
      <param name="argType6">another type of the argument required by the flag, if any</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
      <param name="argType2">another type of the argument required by the flag, if any </param>
      <param name="argType3">another type of the argument required by the flag, if any </param>
      <param name="argType4">another type of the argument required by the flag, if any </param>
      <param name="argType5">another type of the argument required by the flag, if any </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
      <param name="argType2">another type of the argument required by the flag, if any </param>
      <param name="argType3">another type of the argument required by the flag, if any </param>
      <param name="argType4">another type of the argument required by the flag, if any </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
      <param name="argType2">another type of the argument required by the flag, if any </param>
      <param name="argType3">another type of the argument required by the flag, if any </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
      <param name="argType2">another type of the argument required by the flag, if any </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String,Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
      <param name="argType1">type of the argument required by the flag, if any </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addFlag(System.String,System.String)">
      <summary>
        <para>Adds a flag to the list of flags accepted for the given command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies any arguments required by the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shortName">the string representing the short (&lt; 4 character) version of the flag </param>
      <param name="longName">the string representing the int (&gt; 3 character) version of the flag </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.makeFlagMultiUse(System.String)">
      <summary>
        <para>Specifies that the given flag can be used by the command multiple times in on the same command line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">the flag to be made multi-use</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.makeFlagQueryWithFullArgs(System.String,System.Boolean)">
      <summary>
        <para>Specifies that the given flag will require all of its arguments in query mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Usually flags do not take arguments in query mode, since you are getting values instead of setting them. However, sometimes it is necessary to take arguments on a flag to allow the user to provide information which will help specify the scope of a query.</para>
        <para>Note that query arguments may be set to be optional. In that case the flag will be accepted with arguments or without. In that case, you must check at runtime to see how many arguments where passed to the flag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">the flag which should be set to use arguments during query </param>
      <param name="queryArgsAreOptional">set to true if the flag arguments are optional</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.addArg(Autodesk.Maya.OpenMaya.MSyntax+MArgType)">
      <summary>
        <para>Specifies the type of one of the arguments to the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be called multiple times to specify multiple arguments to the command.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the type of the argument to the command</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.useSelectionAsDefault(System.Boolean)">
      <summary>
        <para>Specifies that the command will use the current selection list as arguments to the command if the command requires <em>objects</em> and none are provided}. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="useSelectionList">if true, the command will use the current selection list as arguments if none are specified</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.useSelectionAsDefault()">
      <summary>
        <para>Specifies that the command will use the current selection list as arguments to the command if the command requires <em>objects</em> and none are provided}. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.setObjectType(Autodesk.Maya.OpenMaya.MSyntax+MObjectFormat,System.UInt32)">
      <summary>
        <para>Specifies the representation of the objects passed to the command as either MObjects or MStrings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies the minimum number of objects required by the command.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objectFormat">the form of the objects passed to the command </param>
      <param name="minimumObjects">the minimum number of objects required by the command</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.setObjectType(Autodesk.Maya.OpenMaya.MSyntax+MObjectFormat)">
      <summary>
        <para>Specifies the representation of the objects passed to the command as either MObjects or MStrings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies the minimum number of objects required by the command.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objectFormat">the form of the objects passed to the command </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.setObjectType(Autodesk.Maya.OpenMaya.MSyntax+MObjectFormat,System.UInt32,System.UInt32)">
      <summary>
        <para>Specifies the representation of the objects passed to the command as either MObjects or MStrings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also specifies the minimum number of objects required by the command.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objectFormat">the form of the objects passed to the command </param>
      <param name="minimumObjects">the minimum number of objects required by the command</param>
      <param name="maximumObjects">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.enableQuery(System.Boolean)">
      <summary>
        <para>Sets whether or not the command supports the query flag ("-q"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="supportsQuery">if true, the command supports the query flag </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.enableQuery()">
      <summary>
        <para>Sets whether or not the command supports the query flag ("-q"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.enableEdit(System.Boolean)">
      <summary>
        <para>Sets whether or not the command supports the edit flag ("-e"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="supportsEdit">if true, the command supports the edit flag </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.enableEdit()">
      <summary>
        <para>Sets whether or not the command supports the edit flag ("-e"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.set_minObjects(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.get_minObjects()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.set_maxObjects(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.get_maxObjects()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.get_canQuery()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.get_canEdit()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSyntax.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSyntax.minObjects">
      <summary>
        <para>Returns the lower limit on the number of objects accepted by the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The minimum number of objects </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specifies the lower limit on the number of objects accepted by the command. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSyntax.maxObjects">
      <summary>
        <para>Returns the upper limit on the number of objects accepted by the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The maximum number of objects </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specifies the upper limit on the number of objects accepted by the command. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSyntax.canQuery">
      <summary>
        <para>Returns whether or not the command supports the query flag ("-q"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> can query </para>
                </item>
                <item>
                  <para>
                    <b>false</b> cannot query </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSyntax.canEdit">
      <summary>
        <para>Returns whether or not the command supports the edit flag ("-e"). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> can edit </para>
                </item>
                <item>
                  <para>
                    <b>false</b> cannot edit </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSyntax.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSyntax.MArgType">
      <summary>
        <para>Argument types. </para>
      </summary>
      <remarks>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>This method is used by the feedback line to determine what units to display. Users should override this method to return the appropriate argument type for the given index of the numeric input field. Specifically, this method should be overridden to return one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSyntax::kNoArg</ref>
                </b> for no argument </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kDistance</ref>
                </b> for linear units </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kAngle</ref>
                </b> for angular units</para>
            </item>
          </list>
          <section>
            <para>
              <b>
                <ref>MSyntax::kNoArg</ref>
              </b> the default return value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kInvalidArgType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kNoArg">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kBoolean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kLong">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kUnsigned">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kDistance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kAngle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kTime">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kSelectionItem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kLastArgType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat">
      <summary>
        <para>Object list types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kInvalidObjectFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kStringObjects">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kSelectionList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kLastObjectFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSyntax.MArgType">
      <summary>
        <para>Argument types. </para>
      </summary>
      <remarks>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>This method is used by the feedback line to determine what units to display. Users should override this method to return the appropriate argument type for the given index of the numeric input field. Specifically, this method should be overridden to return one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSyntax::kNoArg</ref>
                </b> for no argument </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kDistance</ref>
                </b> for linear units </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kAngle</ref>
                </b> for angular units</para>
            </item>
          </list>
          <section>
            <para>
              <b>
                <ref>MSyntax::kNoArg</ref>
              </b> the default return value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kInvalidArgType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kNoArg">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kBoolean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kLong">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kUnsigned">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kDistance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kAngle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kTime">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kSelectionItem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MArgType.kLastArgType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat">
      <summary>
        <para>Object list types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kInvalidObjectFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kStringObjects">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kSelectionList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSyntax.MObjectFormat.kLastObjectFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTime">
      <summary>
        <para>Set and retrieve animation time values in various unit systems. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MTime</ref> class provides a fundamental type for the Maya API to hold and manipulate animation timing information in various unit systems. All API methods that require or return timing information do so through variables of this type.</para>
        <para>If one desires to manipulate time in such a way that integer changes in an <ref>MTime</ref> instance result in integer changes in the <em>frame</em> displayed by the timeslider, then an <ref>MTime</ref> instance should be created that uses <em>UI</em> units. This can be done either by using the default constructor, or by passing the return value of the static method <em>uiUnit</em> to the normal constructor. Once such an <ref>MTime</ref> instance is created, its value will be equivalent to a <em>frame</em> on the timeslider.</para>
        <para>It should be noted that while the timeslider displays <em>frames</em>, a seemingly unitless value, Maya internally is operating based on the desired <em>frameRate</em> (one of those specified by the <ref>MTime::Unit</ref> enum. It is necessary for the API programmer to be aware of this as <ref>MTime</ref> instances are <em>not</em> unitless and allow the manipulation of time in any desired units. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the initial time to 1 (the first frame) in the UI units currently in effect. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.#ctor()">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the initial time to 1 (the first frame) in the UI units currently in effect. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.#ctor(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the initial time to 1 (the first frame) in the UI units currently in effect. </para>
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.#ctor(System.Double,Autodesk.Maya.OpenMaya.MTime+Unit)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the initial time to 1 (the first frame) in the UI units currently in effect. </para>
      </remarks>
      <param name="time_val">Double</param>
      <param name="arg1">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.#ctor(System.Double)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the initial time to 1 (the first frame) in the UI units currently in effect. </para>
      </remarks>
      <param name="time_val">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.op_Implicit(Autodesk.Maya.OpenMaya.MTime)">
      <param name="x">MTime</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.op_Implicit(System.Double)">
      <param name="x">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.getCPtr(Autodesk.Maya.OpenMaya.MTime)">
      <param name="obj">MTime</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTime.setUnit(Autodesk.Maya.OpenMaya.MTime+Unit)">
      <summary>
        <para>Set the current units in effect on this <ref>MTime</ref> instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this method only changes the current units in the instance, it does not affect the value. So, calls to the value method before and after a call to setUnit will return the same number, however, the interpretation of that number will be different due to the change in unit systems.</para>
        <para>
          <section>
            <para>kSuccess if the given unit is valid, kInvalidParameter otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="new_unit">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.asUnits(Autodesk.Maya.OpenMaya.MTime+Unit)">
      <summary>
        <para>Returns the current time value in the given units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This does not affect the current units for the instance.</para>
        <para>
          <section>
            <para>The current time value in the given units </para>
          </section>
        </para>
      </remarks>
      <param name="other_unit">Unit</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.setUIUnit(Autodesk.Maya.OpenMaya.MTime+Unit)">
      <summary>
        <para>Set the unit system to be used by the user in the UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the successful completion of this method, Maya's timeslider will be displaying <em>frames</em> in the specified units.</para>
        <para>
          <section>
            <para>kSuccess if the given unit is valid, kInvalidParameter otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="new_unit">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.assign(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.equalEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.notEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.lessThanEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.greaterThanEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.lessThan(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.greaterThan(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.plus(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.plusEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.plus(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.plusEqual(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.minus(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.minusEqual(Autodesk.Maya.OpenMaya.MTime)">
      <param name="rhs">MTime</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.minus(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.minusEqual(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.multiply(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.multiplyEqual(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.divide(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.divideEqual(System.Double)">
      <param name="rhs">Double</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.next()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.prev()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.set_unit(Autodesk.Maya.OpenMaya.MTime+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.get_unit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.set_value(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.get_value()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.set_uiUnit(Autodesk.Maya.OpenMaya.MTime+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.get_uiUnit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTime.unit">
      <summary>
        <para>Returns the current units in effect for this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MTime::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current units in effect on this <ref>MTime</ref> instance. </para>
      </summary>
      <remarks>
        <para>Note that this method only changes the current units in the instance, it does not affect the value. So, calls to the value method before and after a call to setUnit will return the same number, however, the interpretation of that number will be different due to the change in unit systems.</para>
        <para>
          <section>
            <para>kSuccess if the given unit is valid, kInvalidParameter otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTime.value">
      <summary>
        <para>Returns the current time value in the units that are currently in effect for this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current time value </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current time value in the current units for this instance. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>kSuccess if the value is set successfully, kFailure otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTime.uiUnit">
      <summary>
        <para>Returns the Working Units (or UI units) chosen in the settings of the prefs window. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya's timeslider displays <em>frames</em> in these units.</para>
        <para>
          <section>
            <para>An element of the <ref>MTime::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTime.Unit">
      <summary>
        <para>Time units. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kHours">
      <summary>
        <para>3600 seconds </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kMinutes">
      <summary>
        <para>60 seconds </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kSeconds">
      <summary>
        <para>1 second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kMilliseconds">
      <summary>
        <para>1/1000 of a second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kGames">
      <summary>
        <para>15 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kFilm">
      <summary>
        <para>24 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kPALFrame">
      <summary>
        <para>25 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kNTSCFrame">
      <summary>
        <para>30 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kShowScan">
      <summary>
        <para>twice the speed of film (48 frames per second) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kPALField">
      <summary>
        <para>twice the speed of PAL (50 frames per second) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kNTSCField">
      <summary>
        <para>twice the speed of NTSC (60 frames per second) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k2FPS">
      <summary>
        <para>2 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k3FPS">
      <summary>
        <para>3 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k4FPS">
      <summary>
        <para>4 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k5FPS">
      <summary>
        <para>5 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k6FPS">
      <summary>
        <para>6 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k8FPS">
      <summary>
        <para>8 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k10FPS">
      <summary>
        <para>10 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k12FPS">
      <summary>
        <para>12 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k16FPS">
      <summary>
        <para>16 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k20FPS">
      <summary>
        <para>20 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k40FPS">
      <summary>
        <para>40 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k75FPS">
      <summary>
        <para>75 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k80FPS">
      <summary>
        <para>80 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k100FPS">
      <summary>
        <para>100 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k120FPS">
      <summary>
        <para>120 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k125FPS">
      <summary>
        <para>125 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k150FPS">
      <summary>
        <para>150 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k200FPS">
      <summary>
        <para>200 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k240FPS">
      <summary>
        <para>240 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k250FPS">
      <summary>
        <para>250 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k300FPS">
      <summary>
        <para>300 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k375FPS">
      <summary>
        <para>375 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k400FPS">
      <summary>
        <para>400 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k500FPS">
      <summary>
        <para>500 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k600FPS">
      <summary>
        <para>600 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k750FPS">
      <summary>
        <para>750 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k1200FPS">
      <summary>
        <para>1200 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k1500FPS">
      <summary>
        <para>1500 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k2000FPS">
      <summary>
        <para>2000 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k3000FPS">
      <summary>
        <para>3000 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.k6000FPS">
      <summary>
        <para>6000 frames per second </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kUserDef">
      <summary>
        <para>user defined units (not implemented yet) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTime.Unit">
      <summary>
        <para>Available Unit Systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTime.Unit.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTimeArray">
      <summary>
        <para>Array of <ref>MTime</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MTimes. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(Autodesk.Maya.OpenMaya.MTime[])">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MTime[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(Autodesk.Maya.OpenMaya.MTimeArray)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MTimeArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(Autodesk.Maya.OpenMaya.MTime,System.UInt32)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">MTime</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get(Autodesk.Maya.OpenMaya.MTime[]&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copy the elements of the array into the given array of MTimes.</para>
        <para>No checking is done to ensure that the destination array of MTimes is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MTime[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.IndexOf(Autodesk.Maya.OpenMaya.MTime)">
      <param name="item">MTime</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MTime)">
      <param name="index">Int32</param>
      <param name="item">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Add(Autodesk.Maya.OpenMaya.MTime)">
      <param name="item">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Contains(Autodesk.Maya.OpenMaya.MTime)">
      <param name="item">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.CopyTo(Autodesk.Maya.OpenMaya.MTime[],System.Int32)">
      <param name="array">MTime[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Remove(Autodesk.Maya.OpenMaya.MTime)">
      <param name="item">MTime</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.getCPtr(Autodesk.Maya.OpenMaya.MTimeArray)">
      <param name="obj">MTimeArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MTime)">
      <param name="index">Int32</param>
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.set(Autodesk.Maya.OpenMaya.MTime,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MTime</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.insert(Autodesk.Maya.OpenMaya.MTime,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.append(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTrimBoundaryArray">
      <summary>
        <para>An array class for trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MObjectArray</ref> objects. Each <ref>MObjectArray</ref> is a collection of curves (edges, in fact) that represent a trim boundary.</para>
        <para>This class owns all of the MObjectArrays in the class. It doesn't hold a reference to any other <ref>MObjectArray</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.#ctor(Autodesk.Maya.OpenMaya.MObjectArray[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MObjectArray[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.#ctor(Autodesk.Maya.OpenMaya.MTrimBoundaryArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MTrimBoundaryArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get(Autodesk.Maya.OpenMaya.MObjectArray[]&amp;)">
      <summary>
        <para>The method returns the <ref>MObjectArray</ref> specified by the index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: no bounds are checked by this method.</para>
        <para>
          <section>
            <para>The <ref>MObjectArray</ref> requested </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MObjectArray[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.IndexOf(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="item">MObjectArray</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="index">Int32</param>
      <param name="item">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Add(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="item">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Contains(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="item">MObjectArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.CopyTo(Autodesk.Maya.OpenMaya.MObjectArray[],System.Int32)">
      <param name="array">MObjectArray[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Remove(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="item">MObjectArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.getCPtr(Autodesk.Maya.OpenMaya.MTrimBoundaryArray)">
      <param name="obj">MTrimBoundaryArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="index">Int32</param>
      <param name="value">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.reserve(System.UInt32)">
      <summary>
        <para>This method is used to reserve the capacity of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the reserve worked and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="length">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get(System.UInt32)">
      <summary>
        <para>The method returns the <ref>MObjectArray</ref> specified by the index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: no bounds are checked by this method.</para>
        <para>
          <section>
            <para>The <ref>MObjectArray</ref> requested </para>
          </section>
        </para>
      </remarks>
      <param name="index">value indicating which array to return</param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.set(Autodesk.Maya.OpenMaya.MObjectArray,System.UInt32)">
      <summary>
        <para>This method is used to replace an existing boundary array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the set worked and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="boundary">the boundary object array to set </param>
      <param name="index">the index to place the boundary array at</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.insert(Autodesk.Maya.OpenMaya.MObjectArray,System.UInt32)">
      <summary>
        <para>This method adds a new boundary into the "index" position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the insert worked and <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="boundary">the object array to add </param>
      <param name="index">the index to add the boundary array at</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.append(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Add a new boundary array at the end of the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the append worked and <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="boundary">the boundary array to append</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.remove(System.UInt32)">
      <summary>
        <para>This method removes an existing boundary from the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the remove worked and <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the array to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.clear()">
      <summary>
        <para>This method clears the trim boundary array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the clear worked and <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.getMergedBoundary(System.UInt32)">
      <summary>
        <para>This function create a curve that represent all curves of the boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The original boundary edges are not changed. Note that the resulting curve is not added to the current model but is owned by an <ref>MObject</ref> which is of type kNurbsCurveData.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the curve creation worked and <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index to the boundary array that should be used to create the curve </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_size()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.length">
      <summary>
        <para>This method returns the length of the trim boundary array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.size">
      <summary>
        <para>This method returns the size of the trim boundary array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The size and the length are the same. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUint64Array">
      <summary>
        <para>Array of MUint64 data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MUint64s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MUint64Array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor(System.UInt64[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">UInt64[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor(System.UInt32,System.UInt64)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.IndexOf(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Insert(System.Int32,System.UInt64)">
      <param name="index">Int32</param>
      <param name="item">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Add(System.UInt64)">
      <param name="item">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Contains(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.CopyTo(System.UInt64[],System.Int32)">
      <param name="array">UInt64[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Remove(System.UInt64)">
      <param name="item">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.getCPtr(Autodesk.Maya.OpenMaya.MUint64Array)">
      <param name="obj">MUint64Array</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.set_Item(System.Int32,System.UInt64)">
      <param name="index">Int32</param>
      <param name="value">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.assign(Autodesk.Maya.OpenMaya.MUint64Array)">
      <param name="other">MUint64Array</param>
      <returns>Returns a MUint64Array.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.set(System.UInt64,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated MUint64 value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.insert(System.UInt64,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.append(System.UInt64)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.copy(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get(System.UInt64[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of MUint64s. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of MUint64s is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output UInt64[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUintArray">
      <summary>
        <para>Array of integers data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of unsigned integers. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor(Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MUintArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor(System.UInt32[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="src">UInt32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor(System.UInt32,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.IndexOf(System.UInt32)">
      <param name="item">UInt32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Insert(System.Int32,System.UInt32)">
      <param name="index">Int32</param>
      <param name="item">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Add(System.UInt32)">
      <param name="item">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Contains(System.UInt32)">
      <param name="item">UInt32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.CopyTo(System.UInt32[],System.Int32)">
      <param name="array">UInt32[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Remove(System.UInt32)">
      <param name="item">UInt32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.getCPtr(Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="obj">MUintArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.set_Item(System.Int32,System.UInt32)">
      <param name="index">Int32</param>
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.assign(Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="other">MUintArray</param>
      <returns>Returns a MUintArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.set(System.UInt32,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.insert(System.UInt32,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the insert was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.append(System.UInt32)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.copy(Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get(System.UInt32[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of unsigned ints. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of ints is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">output UInt32[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUserData">
      <summary>
        <para>Virtual base class for user data caching. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MUserData</ref> is a virtual base class meant to provide a means for users to attach blind data to certain Maya object types such that the lifetime of the blind data is managed by Maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Construct an <ref>MUserData</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.#ctor(System.Boolean)">
      <summary>
        <para>Construct an <ref>MUserData</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="deleteAfterUse">If true, this user data will be deleted immediately after use, instead of being cached until the owning object is deleted. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.get_Data()">
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.set_Data(System.Object)">
      <param name="value">Object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.getCPtr(Autodesk.Maya.OpenMaya.MUserData)">
      <param name="obj">MUserData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.set_deleteAfterUse(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.get_deleteAfterUse()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUserData.Data" />
    <member name="P:Autodesk.Maya.OpenMaya.MUserData.deleteAfterUse">
      <summary>
        <para>Returns whether or not this user data should be deleted immediately after use instead of being maintained until the internal owning object is deleted. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if this user data should be deleted after use. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not this user data should be deleted immediately after use instead of being maintained until the internal owning object is deleted. </para>
      </summary>
      <remarks>
        <para>Setting this to false may allow the data to be reused in some situations. For example, if the <ref>MUserData</ref> returned by an MPxDrawOverride instance's prepareForDraw() method has its delete-after-use set to false, then Maya will retain the data between draws of that object, passing it back to the instance for reuse on subsequent draws.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUserData.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MVector">
      <summary>
        <para>A vector math class for vectors of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to Maya's internal vector math library allowing vectors to be handled easily, and in a manner compatible with internal Maya data structures.</para>
        <para>All methods that query the vector are threadsafe, all methods that modify the vector are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(System.Double,System.Double,System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(System.Double,System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.#ctor(System.Double[])">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="d">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Subtraction(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <param name="lhs">MVector</param>
      <param name="rhs">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_UnaryNegation(Autodesk.Maya.OpenMaya.MVector)">
      <param name="vec">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Addition(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <param name="lhs">MVector</param>
      <param name="rhs">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Multiply(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <param name="lhs">MVector</param>
      <param name="val">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Multiply(System.Double,Autodesk.Maya.OpenMaya.MVector)">
      <param name="val">Double</param>
      <param name="rhs">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Multiply(Autodesk.Maya.OpenMaya.MVector,System.UInt32)">
      <param name="lhs">MVector</param>
      <param name="val">UInt32</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.op_Multiply(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <param name="val">UInt32</param>
      <param name="rhs">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.getCPtr(Autodesk.Maya.OpenMaya.MVector)">
      <param name="obj">MVector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.set_Item(System.UInt32,System.Double)">
      <param name="index">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.assign(Autodesk.Maya.OpenMaya.MVector)">
      <param name="src">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.crossProduct(Autodesk.Maya.OpenMaya.MVector)">
      <param name="right">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.multiply(Autodesk.Maya.OpenMaya.MVector)">
      <param name="right">MVector</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.divideEqual(System.Double)">
      <param name="scalar">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.divide(System.Double)">
      <param name="scalar">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.multiplyEqual(System.Double)">
      <param name="scalar">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.multiply(System.Double)">
      <param name="scalar">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.plus(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.plusEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.minus()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.minusEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.minus(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.multiply(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.multiplyEqual(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">MMatrix</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.notEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.equalEqual(Autodesk.Maya.OpenMaya.MVector)">
      <param name="other">MVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateBy(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Returns the vector that represents the rotation of this vector by the given quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting vector. </para>
          </section>
        </para>
      </remarks>
      <param name="x">The x component of the quaternion. </param>
      <param name="y">The y component of the quaternion. </param>
      <param name="z">The z component of the quaternion. </param>
      <param name="w">The w component of the quaternion.</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateBy(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Returns the vector that represents the rotation of this vector by the given quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting vector. </para>
          </section>
        </para>
      </remarks>
      <param name="rotXYZ">Double[]</param>
      <param name="order">RotationOrder</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateBy(Autodesk.Maya.OpenMaya.MVector+Axis,System.Double)">
      <summary>
        <para>Returns the vector that represents the rotation of this vector by the given quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting vector. </para>
          </section>
        </para>
      </remarks>
      <param name="axis">Axis</param>
      <param name="angle">Double</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Returns the vector that represents the rotation of this vector by the given quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting vector. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MQuaternion</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Returns the vector that represents the rotation of this vector by the given quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting vector. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.rotateTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the quaternion that represents the rotation of this vector into the other vector about their mutually perpendicular axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resulting quaternion. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get(System.Double[])">
      <summary>
        <para>Extracts the x, y, and z components of the vector and places them in elements 0, 1, and 2 of the double array passed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.normalize()">
      <summary>
        <para>Performs an in place normalization of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Always returns <ref>MS::kSuccess</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.angle(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the angle in radians between the vector and the one passed as an argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The angle in radians </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector from which to compute the angle.</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.isEquivalent(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Returns true if the vector and the one passed as an argument are equal to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Bool true if the vectors are equivalent and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">The vector to compare to. </param>
      <param name="tolerance">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.isEquivalent(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns true if the vector and the one passed as an argument are equal to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Bool true if the vectors are equivalent and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">The vector to compare to. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.isParallel(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Returns true if the current vector and the one passed as an argument are parallel to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are parallel and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <param name="tolerance">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.isParallel(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns true if the current vector and the one passed as an argument are parallel to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are parallel and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.transformAsNormal(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method treats the vector as a normal vector and returns a transformed copy of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Normal vectors are not transformed in the same way as position vectors or points. If this vector is treated as a normal vector then it needs to be transformed by post multiplying it by the inverse tanspose of the transformation matrix. This method will apply the proper transformation to the vector as if it were a normal.</para>
        <para>
          <section>
            <para>The resulting transformed vector </para>
          </section>
        </para>
      </remarks>
      <param name="matrix">the transformation matrix</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_zero()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_one()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_xAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_yAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_zAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_xNegAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_yNegAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_zNegAxis()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.set_x(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_x()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.set_y(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_y()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.set_z(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_z()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_length()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVector.get_normal()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MVector.zero">
      <summary>
        <para>The null vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.one">
      <summary>
        <para>The vector &lt;1,1,1&gt; </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.xAxis">
      <summary>
        <para>Unit vector in the positive x direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.yAxis">
      <summary>
        <para>Unit vector in the positive y direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.zAxis">
      <summary>
        <para>Unit vector in the positive z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.xNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.yNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.zNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.x">
      <summary>
        <para>The x component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.y">
      <summary>
        <para>The y component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.z">
      <summary>
        <para>The z component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.length">
      <summary>
        <para>Return the length of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.normal">
      <summary>
        <para>Return a normalized copy of this vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MVector.Axis">
      <summary>
        <para>Axes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MVector.Axis.kXaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MVector.Axis.kYaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MVector.Axis.kZaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MVector.Axis.kWaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MVector.Axis">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MVectorArray">
      <summary>
        <para>Array of MVectors data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MVectors. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(Autodesk.Maya.OpenMaya.MVector[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="array">MVector[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="other">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(Autodesk.Maya.OpenMaya.MVector,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">MVector</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(System.Double[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">Double[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(System.Single[,],System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="vectors">Single[,]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
      <param name="initialValue">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no elements. </para>
      </remarks>
      <param name="initialSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get(Autodesk.Maya.OpenMaya.MVector[]&amp;)">
      <summary>
        <para>Copy the elements of the array into the given C++ array of double arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done to ensure that the destination C++ array of double arrays is large enough to hold all the elements of the instance.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the array argument is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="outArray">output MVector[]&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.GetEnumerator()">
      <returns>Returns a IEnumerator`1.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.IndexOf(Autodesk.Maya.OpenMaya.MVector)">
      <param name="item">MVector</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <param name="index">Int32</param>
      <param name="item">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.RemoveAt(System.Int32)">
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Add(Autodesk.Maya.OpenMaya.MVector)">
      <param name="item">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Clear()" />
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Contains(Autodesk.Maya.OpenMaya.MVector)">
      <param name="item">MVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.CopyTo(Autodesk.Maya.OpenMaya.MVector[],System.Int32)">
      <param name="array">MVector[]</param>
      <param name="arrayIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get_IsReadOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Remove(Autodesk.Maya.OpenMaya.MVector)">
      <param name="item">MVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.getCPtr(Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="obj">MVectorArray</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set_Item(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <param name="index">Int32</param>
      <param name="value">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.assign(Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="other">MVectorArray</param>
      <returns>Returns a MVectorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set(Autodesk.Maya.OpenMaya.MVector,System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set(System.Double[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set(System.Single[],System.UInt32)">
      <summary>
        <para>Sets the value of the indicated element to the indicated <ref>MVector</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: This method does not grow the array if the index is out of bounds. Only a valid index should be used.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the value was set successfully and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value for the indicated element </param>
      <param name="index">the index of the element that is to be set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.remove(System.UInt32)">
      <summary>
        <para>Remove the array element at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All array elements following the removed element are shifted toward the first element.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the remove was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the element to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.insert(Autodesk.Maya.OpenMaya.MVector,System.UInt32)">
      <summary>
        <para>Inserts a new value into the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The initial element at that index, and all following elements, are shifted towards the last. If the array cannot be expanded in size by 1 element, then the insert will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>true if the insert was successful and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the new value to insert into the array </param>
      <param name="index">the index of the element to set to the the new value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.append(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the array cannot be expanded in size by 1 element, then the append will fail and the existing array will remain unchanged.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the append was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="element">the value for the new last element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.copy(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Copy the contents of the source array to this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="source">array to copy from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.clear()">
      <summary>
        <para>Clear the contents of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After this operation the length method will return 0. This does not change the amount of memory allocated to the array, only the number of valid elements in it.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> if the operation is successful and <ref>MS::kFailure</ref> otherwise </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set_length(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.set_sizeIncrement(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get_sizeIncrement()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.Count" />
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.IsReadOnly" />
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.length">
      <summary>
        <para>Returns the number of elements in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the length of the array. </para>
      </summary>
      <remarks>
        <para>This will grow and shrink the array as desired. Elements that are grown have uninitialized values, while those which are shrunk will lose the data contained in the deleted elements (ie. it will release the memory).</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.sizeIncrement">
      <summary>
        <para>Return the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size increment. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the size by which the array will be expanded whenever expansion is necessary. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxAssembly">
      <summary>
        <para>Parent class of all user defined assembly nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxAssembly</ref> is the parent class of all user defined assembly nodes. User defined assemblies are DAG nodes. An assembly allows activation of one of its representations. The implementation of representations is not specified by the <ref>MPxAssembly</ref> API: for example, a representation can be a data structure internal to the assembly implementation, identified by string name, or it can be a DAG node.</para>
        <para>An assembly object is also a DAG container. As such, operations on containers can be done on assemblies.</para>
        <para>This class can be used to implement new kinds of assembly nodes within Maya that integrate with Maya's scene assembly workflows.</para>
        <para>For use of assemblies, see function set <ref>MFnAssembly</ref>. For use of container functionality on assemblies, see function set <ref>MFnContainerNode</ref>.</para>
        <para>
          <h2>Deriving from <ref>MPxAssembly</ref> to Extend Scene Assembly</h2>
        </para>
        <para>To extend Maya's scene assembly, you can write a dependency graph plug-in with an assembly node that is derived from <ref>MPxAssembly</ref>. The plug-in can be written either in C++ or in Python. A minimal scene assembly node must maintain a list of representations, and be able to activate one of them, inactivating the previous representation in the process.</para>
        <para>
          <h3>Fundamental Properties of Representations</h3>
        </para>
        <para>The fundamental properties of a representation are the following: </para>
        <para>
          <h3>Virtual Method Overrides</h3>
        </para>
        <para>Here is a summary description of how to override <ref>MPxAssembly</ref> methods to implement a scene assembly node. The following <ref>MPxAssembly</ref> pure virtual methods must be overriden by even the most basic scene assembly node. 
All other virtual methods have default implementations in <ref>MPxAssembly</ref>. Please refer to the documentation of these methods to determine if this default behavior is appropriate for your plug-in.</para>
        <para>
          <h3>Non-Destructive Edit Tracking</h3>
        </para>
        <para>Assembly nodes can track certain edits done on their members. These edits are non-destructive and recorded separately from the representation data onto which they are applied. Please see the Maya documentation for more details. Edits are a property of the assembly node, not of individual representations, and when switching active representations will be applied to a newly-activated representation if the representation can apply edits (see <ref>canRepApplyEdits()</ref>).</para>
        <para>A plug-in node can opt in to the Maya edit tracking system simply by overriding <ref>supportsEdits()</ref> to return true.</para>
        <para>To interact with edits once they have been created, see <ref>MItEdits</ref>.</para>
        <para>
          <h3>Namespace Support</h3>
        </para>
        <para>To avoid node name clashes on member nodes, each assembly node can optionally have a representation namespace, a namespace into which all nodes resulting from activating a representation will be placed. This representation namespace is always a child namespace of the namespace in which the assembly node itself has been placed. In the case of nested assemblies, this will produce a hierarchy of namespaces that matches the hierarchy of assemblies.</para>
        <para>Without the use of namespaces, member node name clashes will be resolved by Maya adding a numerical suffix to clashing nodes. If an assembly node is tracking edits on its members, this name clash resolution will cause edits to fail, as edits are applied by name. Therefore, the use of representation namespaces is very strongly recommended when tracking assembly member edits.</para>
        <para>
          <h3>Activate Support</h3>
        </para>
        <para>An <ref>MPxAssembly</ref> derived class can completely override the activation of a representation (and therefore inactivation of the previously-active representation) provided by <ref>activate()</ref>. However, <ref>MPxAssembly</ref> provides the <ref>performActivate()</ref> and <ref>performInactivate()</ref> non-virtual methods as building blocks from which a derived class <ref>activate()</ref> method can be implemented. See the <ref>performActivate()</ref> and <ref>performInactivate()</ref> methods for a description of services that can be useful to derived class implementations of <ref>activate()</ref>.</para>
        <para>
          <h3>Assembly Integration into Maya</h3>
        </para>
        <para>Once a derived assembly node type has been implemented, and registered into Maya's type system through <ref>MFnPlugin::registerNode()</ref>, it should be registered to the assembly command as an available assembly node type. See the assembly command documentation for more details. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls to the <ref>MPxAssembly</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls to the <ref>MPxAssembly</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getCPtr(Autodesk.Maya.OpenMaya.MPxAssembly)">
      <param name="obj">MPxAssembly</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node (MPxNode::kAssembly) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.createRepresentation(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>Create a representation and add it to the list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class.</para>
        <para>If passed in non-empty, the representation argument is used as a starting point for the representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. If empty, the implementation is responsible for creating the representation name. The final representation name is returned by this method, after it has been added to the assembly.</para>
        <para>If non-null, the pointer to an <ref>MDagModifier</ref> object can be used to help implement undo / redo for <ref>createRepresentation()</ref>: its redoIt() and undoIt() methods can be called in an <ref>MPxCommand</ref>. Note that <ref>MDagModifier</ref> can execute an arbitrary command through <ref>MDGModifier::commandToExecute()</ref>.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation addition succeeded. All other status codes indicate failure. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <param name="representation">Representation name starting point. </param>
      <param name="undoRedo">Pointer to MDagModifier object, for undo / redo purposes. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.createRepresentation(System.String,System.String,System.String)">
      <summary>
        <para>Create a representation and add it to the list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class.</para>
        <para>If passed in non-empty, the representation argument is used as a starting point for the representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. If empty, the implementation is responsible for creating the representation name. The final representation name is returned by this method, after it has been added to the assembly.</para>
        <para>If non-null, the pointer to an <ref>MDagModifier</ref> object can be used to help implement undo / redo for <ref>createRepresentation()</ref>: its redoIt() and undoIt() methods can be called in an <ref>MPxCommand</ref>. Note that <ref>MDagModifier</ref> can execute an arbitrary command through <ref>MDGModifier::commandToExecute()</ref>.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation addition succeeded. All other status codes indicate failure. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <param name="representation">Representation name starting point. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.activate(System.String)">
      <summary>
        <para>Activate a representation in the list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derived implementations should inactivate the currently-active representation, if any, activate the newly-active representation, and return true for success. If the argument representation is not in the list of this node's representations, this method should return false. Passing in an empty string argument means inactivate the previously-active representation (if any), activate no representation, and return true.</para>
        <para>The default implementation does the following: <example>
** code example not available in .NET **
</example> See <ref>performInactivate()</ref> and <ref>performActivate()</ref> documentation for more details.</para>
        <para>If you have opted into Maya's edit tracking system by overriding <ref>MPxAssembly::supportsEdits()</ref> to return true, you must call <ref>performActivate()</ref> and <ref>performInactivate()</ref> from within your implementation of <ref>activate()</ref> to get proper edit handling behaviour. This will ensure that edits are properly saved and restored when you switch representations.</para>
        <para>
          <section>
            <para>Whether activation of the argument representation was successful or not. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to activate. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getActive()">
      <summary>
        <para>Get the active representation in the list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derived implementations should return the active representation, if any, else an empty string. If the list of representations is empty, the return object should be an empty string.</para>
        <para>
          <section>
            <para>The active representation, if any, else an empty string. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.isActive(System.String)">
      <summary>
        <para>Determines whether the argument representation is the active representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the argument is active, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to query. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getRepresentations()">
      <summary>
        <para>Returns an array of the representations managed by the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>representations array. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful to get the representations. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed to get the representations. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getRepType(System.String)">
      <summary>
        <para>Get the type of the argument representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type of a representation is a string that expresses its commonality with other representations of this assembly type. The type string does not have to be user-readable, and does not have to be localized; the type label should be used for UI purposes. If the argument representation is not found in this assembly, an empty string is returned.</para>
        <para>
          <section>
            <para>Representation type. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation whose type must be returned.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getRepLabel(System.String)">
      <summary>
        <para>Get the label of the argument representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The label of a representation is a string that is meant to be shown in the UI and identify the representation meaningfully to a user. The representation label should support localization requirements. If the argument representation is not found in this assembly, an empty string is returned.</para>
        <para>
          <section>
            <para>Representation label. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation whose label must be returned.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.repTypes()">
      <summary>
        <para>Return the list of representation types that can be created for this assembly node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be a fixed list of representation types, or it can vary according to the state of the assembly node. For example, an assembly node might only want to allow one representation of a given type, so <ref>repTypes()</ref> could be used to enforce that constraint.</para>
        <para>
          <section>
            <para>Array of representation types. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.deleteRepresentation(System.String)">
      <summary>
        <para>Delete a representation managed by the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully deleted the representation. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed to delete the representation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to delete.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.deleteAllRepresentations()">
      <summary>
        <para>Delete all representations managed by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully deleted all representations. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed to delete all representations. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getRepNamespace()">
      <summary>
        <para>Get the representations namespace of this assembly node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the namespace where nodes created by the activation of a representation will be added. This namespace is shared by all representations. The name can be updated by Maya if a name clash occurs when the namespace is added to its parent namespace (see <ref>MPxAssembly::updateRepNamespace()</ref> for details).</para>
        <para>The default implementation returns a namespace formatted as follows: assembly base name appended with the '_NS' prefix. The plugin could decide to not support namespaces by returning an empty string.</para>
        <para>
          <section>
            <para>Namespace for representations. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.updateRepNamespace(System.String)">
      <summary>
        <para>This method is called by Maya to tell the assembly that the base representation namespace specified by <ref>getRepNamespace()</ref> has been changed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="repNamespace">New namespace for representations. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.setRepName(System.String,System.String)">
      <summary>
        <para>Rename a representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The newName argument is used as a starting point for the new representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. This method returns the final representation name.</para>
        <para>
          <section>
            <para>New representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully renamed the representation. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed to rename the representation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Current representation name. </param>
      <param name="newName">New representation name starting point. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.setRepLabel(System.String,System.String)">
      <summary>
        <para>Change the representation label. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully changed the representation label. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed to change the representation label. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation name. </param>
      <param name="label">New representation label.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.supportsEdits()">
      <summary>
        <para>Opt in/out of Maya's edit tracking system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Override this method to return true if you want your assembly to support tracking of edits to its member nodes.</para>
        <para>The edits system is node-based and only representations that have Maya nodes can handle tracking. Only certain types of edits can be tracked (see <ref>MItEdits</ref> for more details).</para>
        <para>Use the <ref>MItEdits</ref> interface to manage/query edits generated by the edits system.</para>
        <para>The default implementation returns false, so edits are not tracked.</para>
        <para>
          <section>
            <para>Whether to track edits on member nodes or not. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.supportsMemberChanges()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.canRepApplyEdits(System.String)">
      <summary>
        <para>Determines whether the given representation can apply edits to its data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default implementation returns false.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the representation can apply tracked edits, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to query. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.handlesApplyEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.applyEdits(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits)">
      <param name="target">MObject</param>
      <param name="edits">MItEdits</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.handlesAddEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addEdits()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.beforeSave()">
      <summary>
        <para>Method called by Maya to allow assemblies to do any required preparation before file save. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is called by Maya on top-level assemblies that are about to be saved, before the file I/O operation is actually performed.</para>
        <para>Note that if this assembly supports edit tracking, any changes made within <ref>beforeSave()</ref> will not be recorded as edits.</para>
        <para>Default implementation is to do nothing. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.postLoad()">
      <summary>
        <para>Method called by Maya to initialize assemblies after their creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is called on top-level assemblies after file I/O has completed, and on nested assemblies after the representation that contains them has finished activating. Maya does not call the <ref>postLoad()</ref> method when creating a node directly through the assembly command; it will only do so in two cases, (1) after file I/O, on top-level assemblies, and (2) after activation on nested assemblies.</para>
        <para>Note how this is later than <ref>MPxNode::postConstructor()</ref>, which is called immediately after the node has been created. For example, if the assembly is created through file I/O, the file I/O operation that created the node in the scene is not complete at the point of the <ref>postConstructor()</ref> call.</para>
        <para>In contrast, in our example, <ref>postLoad()</ref> is called after the file I/O operation (open, import) is done, so a <ref>postLoad()</ref> implementation can itself issue file I/O operations with the knowledge that previous I/O operations have completed.</para>
        <para>Note that if this assembly supports edit tracking, any changes made within <ref>postLoad()</ref> will be considered part of the setup process for the assembly and will not be recorded as edits.</para>
        <para>If your node overrides this method and you want to call it from within your custom node, you must use <ref>MFnAssembly::postLoad()</ref> rather than calling your version of <ref>postLoad()</ref> directly. This will ensure that Maya's internal <ref>postLoad()</ref> initialization is invoked before your <ref>postLoad()</ref> is called.</para>
        <para>Default implementation is to do nothing. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.memberAdded(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Called immediately after the argument node has been added to this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default implementation determines if the node is being added through representation activation, and if so, sets the node not to be saved along with the Maya scene.</para>
        <para />
      </remarks>
      <param name="member">Newly-added member node. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.memberRemoved(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Called immediately after the argument node has been removed from this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default implementation does nothing.</para>
        <para />
      </remarks>
      <param name="member">Newly-removed member node. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.performActivate(System.String)">
      <summary>
        <para>Provide access to the Maya core representation activation functionality. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful to plugins overriding the default <ref>activate()</ref> method; see the <ref>activate()</ref> documentation for more details. A plugin implementing its own <ref>activate()</ref> method should call <ref>performActivate()</ref> when activating the newly-active representation to ensure it obtains the Maya services it needs.</para>
        <para>The core representation activation functionality will call <ref>MPxAssembly::activateRep()</ref>. It will then initialize any nested assembly created by the activation using <ref>MPxAssembly::postLoad()</ref>, and will then apply edits to the activated representation.</para>
        <para>Any changes made during <ref>performActivate()</ref> will not be tracked as edits, so that activating a representation will not generate spurious edits. Furthermore, <ref>performActivate()</ref> is not constrained to only those operations supported by edit tracking, so that node adds, deletes and renames are allowed, as expected.</para>
        <para>
          <section>
            <para>true for success, false for failure. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to activate.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.performInactivate()">
      <summary>
        <para>Provide access to the Maya core representation inactivation functionality. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is useful to plugins overriding the default <ref>activate()</ref> method; see the <ref>activate()</ref> documentation for more details. A plugin implementing its own <ref>activate()</ref> method should call <ref>performInactivate()</ref> when inactivating the currently-active representation to ensure it obtains the Maya services it needs.</para>
        <para>The core representation inactivation functionality will perform inactivation setup, then will call <ref>MPxAssembly::inactivateRep()</ref>.</para>
        <para>Any changes made during <ref>performInactivate()</ref> will not be tracked as edits, so that inactivating a representation will not generate spurious edits. Furthermore, <ref>performInactivate()</ref> is not constrained to only those operations supported by edit tracking, so that node adds, deletes and renames are allowed, as expected.</para>
        <para>
          <section>
            <para>true for success, false for failure. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.activateRep(System.String)">
      <summary>
        <para>Called during activation to activate the new active representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>activate()</ref> documentation for more details.</para>
        <para>
          <section>
            <para>true for success, false for failure. </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation name.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.inactivateRep()">
      <summary>
        <para>Called during activation to inactivate the currently active representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>activate()</ref> documentation for more details.</para>
        <para>The default implementation clears out all nodes in the assembly. Derived assembly node types that wish to change this behavior (e.g. hide nodes rather than removing them) should override this method.</para>
        <para>
          <section>
            <para>true for success, false for failure. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.preApplyEdits()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.preUnapplyEdits()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getInitialRep(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the initial representation to use when the specified assembly is first loaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be customized by the assembly implementation to determine which representation should be activated when an assembly is first initialized. An empty string should be returned if no initial representation has been determined.</para>
        <para>This method should not be called directly - individual assemblies should always call <ref>MFnAssembly::getInitialRep()</ref>. When an assembly requests its initial representation, Maya will internally locate the associated top level assembly node and invoke this method on it to return the actual representation to use.</para>
        <para>This base class defines no implementation and will unconditionally return an empty string. Derived implementations can override this method to customize this behaviour. Maya ensures that this method will only be called on top level assemblies.</para>
        <para>
          <section>
            <para>The initial representation to use, if any, else an empty string.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully completed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method encountered a failure condition </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="assembly">The assembly for which the initial representation is being requested </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.getInitialRep(Autodesk.Maya.OpenMaya.MObject,System.Boolean&amp;)">
      <summary>
        <para>Get the initial representation to use when the specified assembly is first loaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be customized by the assembly implementation to determine which representation should be activated when an assembly is first initialized. An empty string should be returned if no initial representation has been determined.</para>
        <para>This method should not be called directly - individual assemblies should always call <ref>MFnAssembly::getInitialRep()</ref>. When an assembly requests its initial representation, Maya will internally locate the associated top level assembly node and invoke this method on it to return the actual representation to use.</para>
        <para>This base class defines no implementation and will unconditionally return an empty string. Derived implementations can override this method to customize this behaviour. Maya ensures that this method will only be called on top level assemblies.</para>
        <para>
          <section>
            <para>The initial representation to use, if any, else an empty string.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully completed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method encountered a failure condition </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="assembly">The assembly for which the initial representation is being requested </param>
      <param name="hasInitialRep">Boolean&amp;</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addSetAttrEdit(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="plugName">String</param>
      <param name="parameters">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addSetAttrEdit(System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="plugName">String</param>
      <param name="parameters">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addConnectAttrEdit(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="srcPlugName">String</param>
      <param name="dstPlugName">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addConnectAttrEdit(System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="srcPlugName">String</param>
      <param name="dstPlugName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addDisconnectAttrEdit(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="srcPlugName">String</param>
      <param name="dstPlugName">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addDisconnectAttrEdit(System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="srcPlugName">String</param>
      <param name="dstPlugName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addDeleteAttrEdit(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="nodeName">String</param>
      <param name="attributeName">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addDeleteAttrEdit(System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="nodeName">String</param>
      <param name="attributeName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addAddAttrEdit(System.String,System.String,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="nodeName">String</param>
      <param name="longAttributeName">String</param>
      <param name="shortAttributeName">String</param>
      <param name="parameters">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addAddAttrEdit(System.String,System.String,System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="nodeName">String</param>
      <param name="longAttributeName">String</param>
      <param name="shortAttributeName">String</param>
      <param name="parameters">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addParentEdit(System.String,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="targetAssembly">String</param>
      <param name="childNodeName">String</param>
      <param name="parentNodeName">String</param>
      <param name="parameters">String</param>
      <param name="editData">MPxEditData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.addParentEdit(System.String,System.String,System.String,System.String)">
      <param name="targetAssembly">String</param>
      <param name="childNodeName">String</param>
      <param name="parentNodeName">String</param>
      <param name="parameters">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_activating()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_typeId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_typeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_thisMObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.set_existWithoutInConnections(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_existWithoutInConnections()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.set_existWithoutOutConnections(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAssembly.get_existWithoutOutConnections()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.activating">
      <summary>
        <para>Will return true when the assembly is within a call to <ref>activate()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be used to implement activation-specific behavior for the assembly.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the assembly is activating a representation, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.typeId">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.typeName">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.name">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.thisMObject">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.existWithoutInConnections">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAssembly.existWithoutOutConnections">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxEditData" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.getCPtr(Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="obj">MPxEditData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.isEqual(Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="other">MPxEditData</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.isLessThan(Autodesk.Maya.OpenMaya.MPxEditData)">
      <param name="other">MPxEditData</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxEditData.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxRepresentation">
      <summary>
        <para>Abstract base class for user defined representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxRepresentation</ref> is an abstract base class that can be used to provide an interface and services for user defined representations.</para>
        <para>Representations are owned by a scene assembly node (see <ref>MPxAssembly</ref>). A scene assembly node will activate one of its representations; representations must therefore support activate and inactivate operations.</para>
        <para>This class can be used to implement new kinds of representations within Maya that behave in a similar manner to the representations included in the scene assembly reference Maya plugin, which uses <ref>MPxRepresentation</ref> as a base class for its representations.</para>
        <para>Note that use of this class to implement representations is not mandatory: it provides an interface that is convenient for dealing consistently with representations, as well as an <ref>inactivate()</ref> implementation that is widely useful (clear out the assembly). Also note that <ref>MPxRepresentation</ref> is not associated with a corresponding Maya DAG or DG node.</para>
        <para>For use of scene assembly nodes, see function set <ref>MFnAssembly</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor, to be called by concrete derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The representation does not own the assembly node given as argument; rather, it is the assembly node that owns the representation (and therefore destroys it).</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.getCPtr(Autodesk.Maya.OpenMaya.MPxRepresentation)">
      <param name="obj">MPxRepresentation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.activate()">
      <summary>
        <para>Activate this representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the activation succeeded, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.inactivate()">
      <summary>
        <para>Inactivate this representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Implementation in this class is to clear out the assembly. Inactivation will fail and return false if the name of the currently-active representation doesn't match the name of this representation.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the inactivation succeeded, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.getType()">
      <summary>
        <para>Return the representation type string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Representation type. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.canApplyEdits()">
      <summary>
        <para>Determines whether this representation can apply tracked edits to its data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Implementation in this class returns false.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the representation can apply tracked edits, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.getExternalContent(Autodesk.Maya.OpenMaya.MExternalContentInfoTable)">
      <param name="table">MExternalContentInfoTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.setExternalContent(Autodesk.Maya.OpenMaya.MExternalContentLocationTable)">
      <param name="table">MExternalContentLocationTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.set__getAssembly(Autodesk.Maya.OpenMaya.MPxAssembly)">
      <param name="value">MPxAssembly</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxRepresentation.get__getAssembly()">
      <returns>Returns a MPxAssembly.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxRepresentation.name">
      <summary>
        <para>Returns the name of the representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Representation name. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxRepresentation._getAssembly">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo" />
    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.getCPtr(Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo)">
      <param name="obj">MDAGDrawOverrideInfo</param>
      <returns>Returns a HandleRef.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.set_fOverrideEnabled(System.Boolean)">
      <param name="value">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.get_fOverrideEnabled()">
      <returns>Returns a Boolean.</returns>
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      <param name="value">DrawOverrideDisplayType</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.get_fDisplayType()">
      <returns>Returns a DrawOverrideDisplayType.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo.set_fLOD(Autodesk.Maya.OpenMaya.MDAGDrawOverrideInfo+DrawOverrideLOD)">
      <param name="value">DrawOverrideLOD</param>
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      <returns>Returns a DrawOverrideLOD.</returns>
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      <param name="value">Boolean</param>
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      <returns>Returns a Boolean.</returns>
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      <param name="value">Boolean</param>
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      <returns>Returns a Boolean.</returns>
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      <param name="value">Boolean</param>
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      <returns>Returns a Boolean.</returns>
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    <member name="T:Autodesk.Maya.MetaData.Stream" />
    <member name="M:Autodesk.Maya.MetaData.Stream.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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      <param name="arg0">Stream</param>
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      <param name="dataStructure">Structure</param>
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      <param name="key">Index</param>
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      <param name="key">Index</param>
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    <member name="M:Autodesk.Maya.MetaData.Stream.Add(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Handle)">
      <param name="key">Index</param>
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      <param name="key">Index</param>
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      <param name="key">Index</param>
      <returns>Returns a Handle.</returns>
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      <returns>Returns a IEnumerator`1.</returns>
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      <returns>Returns a ICollection`1.</returns>
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      <returns>Returns a ICollection`1.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.get_Count()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.Clear()" />
    <member name="M:Autodesk.Maya.MetaData.Stream.getCPtr(Autodesk.Maya.MetaData.Stream)">
      <param name="obj">Stream</param>
      <returns>Returns a HandleRef.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.assign(Autodesk.Maya.MetaData.Stream)">
      <param name="arg0">Stream</param>
      <returns>Returns a Stream.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.equalEqual(Autodesk.Maya.MetaData.Stream)">
      <param name="arg0">Stream</param>
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      <returns>Returns a StreamIterator.</returns>
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      <returns>Returns a StreamIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.cbegin()">
      <returns>Returns a StreamIterator.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.cend()">
      <returns>Returns a StreamIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.makeUnique()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.clear()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.setStructure(Autodesk.Maya.MetaData.Structure)">
      <param name="newStructure">Structure</param>
      <returns>Returns a Boolean.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.elementCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.mergeStream(Autodesk.Maya.MetaData.Stream)">
      <param name="streamEdits">Stream</param>
      <returns>Returns a Boolean.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.setElementRange(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Index)">
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      <returns>Returns a Boolean.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.useDenseStorage(System.Boolean)">
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      <returns>Returns a Boolean.</returns>
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      <returns>Returns a Boolean.</returns>
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    <member name="M:Autodesk.Maya.MetaData.Stream.element(Autodesk.Maya.MetaData.Index)">
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    <member name="M:Autodesk.Maya.MetaData.Stream.removeElement(Autodesk.Maya.MetaData.Index)">
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      <returns>Returns a String.</returns>
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      <returns>Returns a UInt64.</returns>
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      <returns>Returns a UInt64.</returns>
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      <param name="value">String</param>
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      <returns>Returns a String.</returns>
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      <param name="_name">String</param>
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      <param name="message">String</param>
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    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimControl">
      <summary>
        <para>Control over animation playback and values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provide access to the values that control how an animation is played. This includes the minimum and maximum frames included in the playback, whether the playback loops, and whether the animation runs in all views, or only the active view, etc.</para>
        <para>Methods also exist that mirror the functionality of the controls found on the time slider in the UI to start and stop the playback. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
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      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimControl)">
      <param name="obj">MAnimControl</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.setPlaybackMode(Autodesk.Maya.OpenMayaAnim.MAnimControl+PlaybackMode)">
      <summary>
        <para>Set the current playback mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> mode was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the mode was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newMode">an element of MAnimControl::PlaybackMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.setViewMode(Autodesk.Maya.OpenMayaAnim.MAnimControl+PlaybackViewMode)">
      <summary>
        <para>Set the current viewing mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Controls whether the animation is run in only the active view, or simultaneously in all views.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> mode was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the mode was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newMode">an element of MAnimControl::PlaybackViewMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.setMinMaxTime(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the values of the first and last frames of the playback time range. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the first and last frames were changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> neither the first or last frames were changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min">an MTime containing the new first frame </param>
      <param name="max">an MTime containing the new last frame</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.setAnimationStartEndTime(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the values of the first and last frames in the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the first and last frames were changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> neither the first or last frames were changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newStartTime">an MTime containing the new first frame </param>
      <param name="newEndTime">an MTime containing the new last frame</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.playForward()">
      <summary>
        <para>Start playing the current animation forwards. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the animation started successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the animation did not start </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.playBackward()">
      <summary>
        <para>Start playing the current animation backwards. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the animation started successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the animation did not start </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.stop()">
      <summary>
        <para>Stop playing the current animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the animation stopped successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the animation did not stop </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_playbackMode(Autodesk.Maya.OpenMayaAnim.MAnimControl+PlaybackMode)">
      <param name="value">PlaybackMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_playbackMode()">
      <returns>Returns a PlaybackMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_viewMode(Autodesk.Maya.OpenMayaAnim.MAnimControl+PlaybackViewMode)">
      <param name="value">PlaybackViewMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_viewMode()">
      <returns>Returns a PlaybackViewMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_playbackBy(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_playbackBy()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_minTime(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_minTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_maxTime(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_maxTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_animationStartTime(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_animationStartTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_animationEndTime(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_animationEndTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_currentTime(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_currentTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_playbackSpeed(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_playbackSpeed()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_isPlaying()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_autoKeyMode(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_autoKeyMode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_globalInTangentType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <param name="value">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_globalInTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_globalOutTangentType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <param name="value">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_globalOutTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.set_weightedTangents(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimControl.get_weightedTangents()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.playbackMode">
      <summary>
        <para>Return the playback mode currently in effect. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <b><ref>MAnimControl::PlaybackMode</ref></b> enum. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current playback mode. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> mode was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the mode was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.viewMode">
      <summary>
        <para>Return the viewing mode currently in effect. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <b><ref>MAnimControl::PlaybackViewMode</ref></b> enum. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current viewing mode. </para>
      </summary>
      <remarks>
        <para>Controls whether the animation is run in only the active view, or simultaneously in all views.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> mode was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the mode was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.playbackBy">
      <summary>
        <para>Return a double specifying the increment between times viewed during the playing of the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A double containing the increment </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify the increment between times viewed during the playing of the animation. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the increment was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the increment was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.minTime">
      <summary>
        <para>Return an <ref>MTime</ref> specifying the first frame of the current playback time range. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the minTime which can also be set and queried using the playbackOptions mel command. It does not represent the first frame of the total animation time unless the two coincide.</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> instance specifying the first frame of the playback time range </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the first frame of the current playback time range. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the minTime was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the minTime was not changed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.maxTime">
      <summary>
        <para>Return an <ref>MTime</ref> specifying the last frame of the current playback time range. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the maxTime which can also be set and queried using the playbackOptions mel command. It does not represent the final frame of the total animation time unless the two coincide.</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> instance specifying the last frame of the playback time range </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the value of the last frame of the current playback time range. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the maxTime was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the maxTime was not changed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.animationStartTime">
      <summary>
        <para>Return an <ref>MTime</ref> specifying the first frame of the animation, as specified by the Maya user in the Range Slider UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the animationStartTime which can also be set and queried using the playbackOptions mel command.</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> instance specifying the first frame of the animation </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the value of the first frame in the animation. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the first frame was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the first frame was not changed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.animationEndTime">
      <summary>
        <para>Return an <ref>MTime</ref> specifying the last frame of the animation, as specified by the Maya user in the Range Slider UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the animationEndTime which can also be set and queried using the playbackOptions mel command.</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> instance specifying the last frame in the animation </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the value of the last frame in the animation. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the last frame was changed successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the last frame was not changed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.currentTime">
      <summary>
        <para>Return an <ref>MTime</ref> instance containing the current animation frame. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> containing the current animation frame </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current animation frame. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the current frame was set successfully successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the current frame was not changed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.playbackSpeed">
      <summary>
        <para>Return the speed with with to play the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The desired playback speed factor </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the desired speed factor at which the animation will play back. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the new speed was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new speed was not set changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.isPlaying">
      <summary>
        <para>Return a value indicating whether Maya is currently playing the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the animation is currently playing </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the animation is not currently playing </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.autoKeyMode">
      <summary>
        <para>Return the autoKeyMode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the autoKeyMode is on </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the autoKeyMode is off </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the autoKeyMode. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the autoKeyMode was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the autoKeyMode was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.globalInTangentType">
      <summary>
        <para>Return the current global in tangent type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MFnAnimCurve::TangentType</ref>
                    </b> the current global in tangent type</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not find globalInTangent preference </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current global in tangent type. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the current global in tangent type was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the current global in tangent type was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.globalOutTangentType">
      <summary>
        <para>Return the current global out tangent type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current global out tangent type</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not find globalOuttangent preference </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current global out tangent type. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the current global out tangent type was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the current global out tangent type was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimControl.weightedTangents">
      <summary>
        <para>Determine whether or not the tangents on the Anim Curve are weighted. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the tangents on the Anim Curve are weighted </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the tangents on the Anim Curve are not weighted</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> When the method fails </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not the tangents on the Anim Curve are weighted. </para>
      </summary>
      <remarks>
        <para>Note: switching a curve from weightedTangents true to false and back to true again will not preserve fixed tangents properly. Use undo instead.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the tangent weight state was set successfully </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the tangent weight state was not changed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode">
      <summary>
        <para>Animation playback modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackOnce">
      <summary>
        <para>Play once then stop. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackLoop">
      <summary>
        <para>Play continuously. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackOscillate">
      <summary>
        <para>Play forwards, then backwards continuously. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode">
      <summary>
        <para>Animation playback viewing modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode.kPlaybackViewAll">
      <summary>
        <para>Playback in all views. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode.kPlaybackViewActive">
      <summary>
        <para>Playback in only the active view. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode">
      <summary>
        <para>Animation playback modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackOnce">
      <summary>
        <para>Play once then stop. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackLoop">
      <summary>
        <para>Play continuously. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackMode.kPlaybackOscillate">
      <summary>
        <para>Play forwards, then backwards continuously. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode">
      <summary>
        <para>Animation playback viewing modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode.kPlaybackViewAll">
      <summary>
        <para>Playback in all views. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimControl.PlaybackViewMode.kPlaybackViewActive">
      <summary>
        <para>Playback in only the active view. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange">
      <summary>
        <para>Anim Curve Change Cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Adding, removing and changing keyframes on an anim curve cannot be done simply by setting attribute values on the corresponding node. This makes it impossible to capture such changes in an <ref>MDGModifier</ref> for undo/redo purposes.</para>
        <para>The <ref>MAnimCurveChange</ref> class provides persistent storage for information concerning changes to anim curve nodes, along with methods to undo and redo those changes. <ref>MFnAnimCurve</ref> methods which add, remove or change keyframes take an optional <ref>MAnimCurveChange</ref> instance in which to store information about the changes being made.</para>
        <para>If the same <ref>MAnimCurveChange</ref> instance is used for multiple anim curve edit operations, then the cache maintains an undo/redo queue which allows all changes in the series to be undone or redone. If selective undo/redo is required, then a different MAnimCurveCache instance must be used for each edit. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a Anim Curve Change cache.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create Anim Curve Change cache </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a Anim Curve Change cache.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create Anim Curve Change cache </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <param name="obj">MAnimCurveChange</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.undoIt()">
      <summary>
        <para>Undoes all of the Anim Curve edits that have been given to this cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.redoIt()">
      <summary>
        <para>Redoes all of the Anim Curve edits that this cache previously undid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is only valid to invoke this method after an undo on this cache.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.set_isInteractive(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.get_isInteractive()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.isInteractive" />
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveChange.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard">
      <summary>
        <para>Control over the animation clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard)">
      <param name="obj">MAnimCurveClipboard</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.set(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard)">
      <summary>
        <para>Replaces the contents of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the clipboard contents were set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the clipboard contents were not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cb">the clipboard to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.set(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray)">
      <summary>
        <para>Replaces the contents of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the clipboard contents were set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the clipboard contents were not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="clipboardItemArray">MAnimCurveClipboardItemArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.set(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,System.Single,System.Single,System.Boolean)">
      <summary>
        <para>Replaces the contents of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the clipboard contents were set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the clipboard contents were not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="clipboardItemArray">MAnimCurveClipboardItemArray</param>
      <param name="startTime">MTime</param>
      <param name="endTime">MTime</param>
      <param name="startUnitlessInput">Single</param>
      <param name="endUnitlessInput">Single</param>
      <param name="strictValidation">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.set(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,System.Single,System.Single)">
      <summary>
        <para>Replaces the contents of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the clipboard contents were set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the clipboard contents were not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="clipboardItemArray">MAnimCurveClipboardItemArray</param>
      <param name="startTime">MTime</param>
      <param name="endTime">MTime</param>
      <param name="startUnitlessInput">Single</param>
      <param name="endUnitlessInput">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.clear()">
      <summary>
        <para>This method empties the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The clipboard was successfully cleared. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error clearing the clipboard. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_theAPIClipboard()">
      <returns>Returns a MAnimCurveClipboard.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_isEmpty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_clipboardItems()">
      <returns>Returns a MAnimCurveClipboardItemArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_startTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_endTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_startUnitlessInput()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.get_endUnitlessInput()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.theAPIClipboard">
      <summary>
        <para>Returns the static API clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.isEmpty">
      <summary>
        <para>Determines if the clipboard is empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true the current clipboard is empty </para>
                </item>
                <item>
                  <para>false the current clipboard is not empty</para>
                </item>
              </list>
              <b>Status Code</b>
            </para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <ref>MS::kSuccess</ref> the query was successful </para>
            </item>
            <item>
              <para>
                <ref>MS::kFailure</ref> the query was not successful </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.clipboardItems">
      <summary>
        <para>Returns the contents of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The item array currently on this clipboard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the contents could be retrieved </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the contents could not be retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.startTime">
      <summary>
        <para>Returns the start time of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The start time of the clipboard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the start time could be retrieved </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the start time could not be retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.endTime">
      <summary>
        <para>Returns the end time of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The end time of the clipboard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the end time could be retrieved </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the end time could not be retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.startUnitlessInput">
      <summary>
        <para>Returns the start unitless input of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The start unitless input of the clipboard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the start unitless input could be retrieved </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the start unitless input could not be retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboard.endUnitlessInput">
      <summary>
        <para>Returns the end unitless input of the clipboard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The end unitless input of the clipboard.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the end unitless input be retrieved </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the end unitless input not be retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem">
      <summary>
        <para>Wrapper for a clipboard item. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides a wrapper for a clipboard item. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.#ctor(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="r">MAnimCurveClipboardItem</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="obj">MAnimCurveClipboardItem</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.getAddressingInfo(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Returns the addressing information for this clipboard item,. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the addressing info was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the addressing info was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rowCount">The clipboard item's row count </param>
      <param name="childCount">The clipboard item's child count </param>
      <param name="attributeCount">The clipboard item's attribute count</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.setAddressingInfo(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Sets the clipboard item's addressing info. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the addressing info was set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the addressing info was not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rowCount">The clipboard item's row count </param>
      <param name="childCount">The clipboard item's child count </param>
      <param name="attributeCount">The clipboard item's attribute count</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.setNameInfo(System.String,System.String,System.String)">
      <summary>
        <para>Sets the clipboard item's name info. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the name info was set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the name info was not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="nodeName">The clipboard item's node name </param>
      <param name="fullName">The clipboard item's full attribute name </param>
      <param name="leafName">The clipboard item's leaf attribute name</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.assign(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="from">MAnimCurveClipboardItem</param>
      <returns>Returns a MAnimCurveClipboardItem.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.equalEqual(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <param name="rhs">MAnimCurveClipboardItem</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.set_animCurve(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_animCurve()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_fullAttributeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_leafAttributeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_nodeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_animCurveType()">
      <returns>Returns a AnimCurveType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.animCurve">
      <summary>
        <para>Returns the animCurve held by this clipboard item as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the returned <ref>MObject</ref> is const because you must not modify the animCurve referenced by this <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> for the animCurve. On failure, the <ref>MObject</ref> will be NULL. Be aware that the clipboard may be holding onto NULL animCurves (which are placeholder objects).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the clipboard item's animCurve. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve was set successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve was not set successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.fullAttributeName">
      <summary>
        <para>Returns the attribute's full name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The attribute's full name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the full name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the full name was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.leafAttributeName">
      <summary>
        <para>Returns the attribute's leaf name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The attribute's leaf name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the leaf name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the leaf name was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.nodeName">
      <summary>
        <para>Returns the node name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The node name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the node name was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the node name was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.animCurveType">
      <summary>
        <para>Returns the animCurve type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The animCurve type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve type was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve type was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimMessage">
      <summary>
        <para>Animation messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for animation messages.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimMessage)">
      <param name="obj">MAnimMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_AnimCurveEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_AnimCurveEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_AnimKeyframeEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_AnimKeyframeEdited(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MObjArrayArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_AnimKeyframeEditCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_AnimKeyframeEditCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_PreBakeResults(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_PreBakeResults(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_PostBakeResults(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_PostBakeResults(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.add_DisableImplicitControl(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.remove_DisableImplicitControl(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.flushAnimKeyframeEditedCallbacks()">
      <summary>
        <para>AnimCurve keyframe edited callback flush. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Animation keyframe edited callbacks are queued to only be issued on an idle event.</para>
        <para>There may be times when it is desired to issue the callback at a specific time. This method provides this functionality. It will flush all animation keyframe edited callbacks and force them to issue their callbacks with the data contained within. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimUtil">
      <summary>
        <para>Static class providing common animation helper methods. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MAnimUtil</ref> is a static class which provides methods which determine if an object is being animated, which attributes are animated for a given object and which animation curves are used to animate a given attribute.</para>
        <para>Note: for purposes of this helper class, "animation" refers to attributes animated by animCurves (i.e. by setting keys). It does not include any animation through expressions or dynamics or timer node connections.</para>
        <para>Some helper methods may examine different types of objects. Depending upon how the object is represented, the same object may be examined differently.</para>
        <para>If the object is specified as an <b><ref>MObject</ref></b>, then all of its attributes are examined. If the <ref>MObject</ref> is a hierarchical object (such as a dag node) and you specify that the objects parents should be examined, then all the parents of an instanced object will be examined.</para>
        <para>If the object is specified as an <b><ref>MDagPath</ref></b>, then all of its attributes are examined. If you specify that the objects parents should be examined, then only the specified path of the instanced object will be examined.</para>
        <para>If the object is specifed as an <b><ref>MPlug</ref></b> and no attribute has been set, then the method will behave as if it was called with an <ref>MObject</ref>. Otherwise only the specified attribute will be examined. For example, a compound attribute will not have its child attributes examined (i.e. if you specify node.translate, node.translateX will not be examined).</para>
        <para>If the object is specified through an <b><ref>MSelectionList</ref></b>, it can also have multiple representations. If the object was added to the <ref>MSelectionList</ref> as an <ref>MObject</ref>, then it will be examined as an <ref>MObject</ref>. If the object was added to the <ref>MSelectionList</ref> as an <ref>MDagPath</ref>, then it will be examined as an <ref>MDagPath</ref>. If the object was added to the <ref>MSelectionList</ref> as either a component or an <ref>MPlug</ref>, it will be examined as an <ref>MPlug</ref> with additional expansion of compound attributes into their child attributes (for example, if specify node.translate is specified, node.translateX will be examined. More importantly, if you specify poly.f[4] then xValue, yValue and zValue will be examined for each vertex).</para>
        <para>Below is a summary of how the same object will be examined by <ref>MAnimUtil::isAnimated</ref> depending upon how it has been represented. If we have the following hierarchical layout:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>group1</b> (translateX is animated) <list type="bullet"><item><para><b>pTorus1</b> (instanced and not animated) <list type="bullet"><item><para><b>pTorusShape1</b> (face[4] is animated) </para></item></list></para></item></list></para>
              <para />
            </item>
            <item>
              <para>
                <b>group2</b> (not animated) <list type="bullet"><item><para><b>pTorus1</b> (another instance of pTorus1 as above) </para></item></list></para>
            </item>
          </list>
        </para>
        <para>The <ref>MAnimUtil::isAnimated</ref> will respond as follows:</para>
        <para>
          <b>isAnimated ( MObject(pTorus1), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( MObject(pTorus1), true ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( <ref>MDagPath</ref>(group2|pTorus1), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( <ref>MDagPath</ref>(group2|pTorus1), true ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( MPlug(pTorus1), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( MPlug(pTorus1), true ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( <ref>MPlug</ref>(group1.translate) ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( <ref>MPlug</ref>(group1.translateX) ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( <ref>MPlug</ref>(pTorusShape1.pnts[4]) ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( <ref>MPlug</ref>(pTorusShape1.pnts[4].xValue) ) </b> =&gt; true</para>
        <para>The following list assumes that <ref>MAnimUtil</ref> is called with an <ref>MSelectionList</ref> named list, and shows the response depending upon how the object has been added to list:</para>
        <para>
          <b>isAnimated ( list.add(MObject(pTorus1)), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( list.add(MObject(pTorus1)), true ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( list.add(<ref>MDagPath</ref>(group2|pTorus1)), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( list.add(<ref>MDagPath</ref>(group2|pTorus1)), true ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( list.add(MPlug(pTorus1)), false ) </b> =&gt; false</para>
        <para>
          <b>isAnimated ( list.add(MPlug(pTorus1)), true ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( list.add(<ref>MPlug</ref>(group1.translate)) ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( list.add(<ref>MPlug</ref>(group1.translateX) ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( list.add(<ref>MPlug</ref>(pTorusShape1.pnts[4])) ) </b> =&gt; true</para>
        <para>
          <b>isAnimated ( list.add(<ref>MPlug</ref>(pTorusShape1.pnts[4].xValue)) ) </b> =&gt; true </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.getCPtr(Autodesk.Maya.OpenMayaAnim.MAnimUtil)">
      <param name="obj">MAnimUtil</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">the MObject to examine </param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">the MObject to examine </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MDagPath,System.Boolean)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MSelectionList,System.Boolean)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectionList">MSelectionList</param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.isAnimated(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Determine whether or not an <ref>MObject</ref> is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectionList">MSelectionList</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">the MObject to examine </param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">the MObject to examine </param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectionList">MSelectionList</param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <param name="checkParent">whether or not to examine if the node's parent is animated </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatedPlugs(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Find the list of attributes (MPlugs) on an <ref>MObject</ref> that is animated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is a hierarchical object (such as a dag node) then you may also specify whether or not the <ref>MObject</ref>'s parents are examined. In the case of instanced MObjects, all of the <ref>MObject</ref>'s parents are examined.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MObject</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MObject</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectionList">MSelectionList</param>
      <param name="animatedPlugs">the list of attributes which are animated the array is not cleared </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimation(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Find the animCurve(s) that are animating a given attribute (<ref>MPlug</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In most cases an attribute is animated by a single animCurve and so just that animCurve will be returned. It is possible to setup a series of connections where an attribute is animated by more than one animCurve, although Maya does not currently offer a UI to do so. Compound attributes are not expanded to include any child attributes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MPlug</ref> is animated. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MPlug</ref> is not animated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to examine for animCurve(s) </param>
      <param name="animation">the list of animCurves which animate `plug'. The array is not cleared </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findSetDrivenKeyAnimation(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Find any driven keyframe animCurves, the blendWeighted node and the driver attribute(s) that are animating a given attribute (<ref>MPlug</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Or return false if no driven keyframe exists on the attribute.</para>
        <para>A driven keyframe is similar to a regular keyframe. However, while a standard keyframe always has an x-axis of time in the graph editor, for a drivenkeyframe the user may choose any attribute as the x-axis of the graph editor. This attribute is called the driver.</para>
        <para>In the case where there is only one driver, the animation curve will be connected directly to the driven attribute. When there are multiple drivers, the driven keyframe animCurves feed into a blendWeighted node which drives the attribute.</para>
        <para>Compound attributes are not expanded to include any child attributes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if plug is null</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MPlug</ref> is animated by a setDrivenKey. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MPlug</ref> is not animated by a setDrivenKey. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to examine for animCurve(s) </param>
      <param name="animation">MObjectArray</param>
      <param name="drivers">the list of driver attribute(s). The array is not cleared. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findConstraint(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Find any constraint that is directly driving the specified attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a constraint is found, this method will also find the constraint targets. Return false if no constraint exists on the attribute.</para>
        <para>Compound attributes are not expanded to include any child attributes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the method succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if plug is null</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MPlug</ref> is controlled by a constraint </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The <ref>MPlug</ref> is not animated by a constraint </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to examine for a constraint </param>
      <param name="constraint">the constraint </param>
      <param name="targets">the list of constraint targets The array is not cleared. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimatablePlugs(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Find the list of attributes (MPlugs) on any member of an <ref>MSelectionList</ref> that is animatable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In addition to normal objects, components such as mesh vertices or faces can be easily described on an <ref>MSelectionList</ref>, making this a good way to determine if parts of a shape are animatable or not.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The <ref>MSelectionList</ref> has at least one animatable member. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> No member of the <ref>MSelectionList</ref> is animatable. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selectionList">the MSelectionList to examine </param>
      <param name="animatablePlugs">the list of attributes which are animatable the array is not cleared</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.findAnimationLayers(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="layers">MObjectArray</param>
      <param name="plugs">MPlugArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimUtil.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimUtil.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve">
      <summary>
        <para>Anim Curve Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create, query and edit Anim Curve Nodes and the keys internal to those Nodes.</para>
        <para>Create an Anim Curve Node and connect its output to any animatable attribute on another Node.</para>
        <para>Evaluate an Anim Curve at a particular time.</para>
        <para>Determine the number of keys held by an Anim Curve.</para>
        <para>Determine the time and value of individual keys, as well as the (angle,weight) or (x,y) values and type of key tangents. The in-tangent refers to the tangent entering the key. The out-tangent refers to the tangent leaving the key.</para>
        <para>Find the index of the key at, or closest to a particular time.</para>
        <para>Set the time and value of individual keys, as well as the type of the tangent to the curve entering (in-tangent) and leaving (out-tangent) the key, specify the tangent as either (angle,weight) or (x,y).</para>
        <para>Add and remove keys from an Anim Curve. Anim Curves are implemented as Dependency Graph (DG) Nodes. Each Node can have indexed keys.</para>
        <para>There are eight different types of Anim Curve nodes:</para>
        <para>
          <list type="bullet">
            <item>
              <para>timeToAngular (animCurveTA) </para>
            </item>
            <item>
              <para>timeToLinear (animCurveTL) </para>
            </item>
            <item>
              <para>timeToTime (animCurveTT) </para>
            </item>
            <item>
              <para>timeToUnitless (animCurveTU) </para>
            </item>
            <item>
              <para>unitlessToAngular (animCurveUA) </para>
            </item>
            <item>
              <para>unitlessToLinear (animCurveUL) </para>
            </item>
            <item>
              <para>unitlessToTime (animCurveUT) </para>
            </item>
            <item>
              <para>unitlessToUnitless (animCurveUU)</para>
            </item>
          </list>
Specifying the correct AnimCurveType during creation will avoid implicit unit conversion nodes.</para>
        <para>Use the Anim Curve Function Set to create Anim Curve Nodes and connect them to animatable attributes on DG Nodes, as well as to query and edit an Anim Curve Node and its keys.</para>
        <para>On creation, an Anim Curve Function Set may be attached to a given Anim Curve or it may be unattached. The Function Set may be attached to a different Anim Curve Node using the <ref>setObject()</ref> methods inherited from the Base Function Set (<ref>MFnBase</ref>) or with the <ref>create()</ref> methods.</para>
        <para>Use the <ref>create()</ref> methods of an Anim Curve Function Set to create a new Anim Curve Node, attach the Function Set to the new Node and connect the output of the Node to a specific animatable Attribute or Plug of another Node. Additionally, the output of an Anim Curve Node may be attached to an Attribute or Plug of another DG Node using the DG Modifier method <ref>MDGModifier::connect()</ref>.</para>
        <para>Use the <ref>evaluate()</ref> methods to determine the value of an Anim Curve at a particular time or a given unitless input.</para>
        <para>Use the <ref>addKey()</ref> and <ref>remove()</ref> methods to add and remove keys to and from an Anim Curve.</para>
        <para>The query and edit methods of the Anim Curve Function Set act on keys at a specific 0-based index. [Note that the <ref>numKeys()</ref> method returns a 1-based value]. Keys can be accessed either randomly (via a 0-based index) or serially (using the <ref>find()</ref> and <ref>findClosest()</ref> methods).</para>
        <para>Use the <ref>find()</ref> or <ref>findClosest()</ref> methods to determine the index of a key at or closest to a specific time respectively.</para>
        <para>Use the specific query methods to determine the time, value and tangent information for a key at a given index.</para>
        <para>Use the specific edit methods to set the time, value and tangent information for a key at a given index.</para>
        <para>There are methods for setting the x,y values for the in- and out-tangents, as well as setting their angles and weights.</para>
        <para>Setting the time of a key will fail if the new time would require a re-ordering of the keys. Use the <ref>remove()</ref> and <ref>addKey()</ref> methods to re-order the keys. Or use the keyframe command from mel.</para>
        <para>The Maya developer's kit ships with example code (animDemo) which demonstrates how to evaluate a Maya animation curve independent from Maya. The animation parameter curves in Maya are defined by a restricted set of cubic two-dimensional Bezier curves. It is defined by four points. P1 = (x1, y1) is the (key,value) pair for the first key. P2 = (x2, y2) is a point which defines the outgoing tangent direction at P1. P4 = (x4, y4) defines the second key and P3 = (x3, y3) is a point which defines the incoming tangent direction at P4. There are some basic restrictions for the x coordinates of these points: x1 &lt;= x2 &lt;= x3 &lt;= x4.</para>
        <para>The 2-dimensional Bezier curve is defined as</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>F(u) yields a vector of two cubic polynomials [ Fx(u) Fy(u) ] which define an (x, y) position on the parameter curve for some u in the range [0,1].</para>
        <para>For an animation parameter curve, we are given the x position and want to know its corresponding y position. To do this we use x = Fx(u) and solve for u. Fx(u) is cubic and the restrictions on valid values for x2 and x3 guarantee there will be only one real root value for u. Once we know u, we can plug it into Fy(u) to get the y value.</para>
        <para>One important note is how the outgoing and incoming tangents directions for a key are saved internally and in the Maya Ascii file format. Instead of being specified as points, the tangent directions are specified as vectors. The outgoing tangent direction at P1 is specified and saved as the vector 3*(P2 - P1) and the incoming tangent direction is specified and saved as the vector 3*(P4 - P3).</para>
        <para>An animation curve is basically a restricted form of a bezier curve for which the keys serve as the control points and have tangent information embedded within them. There are two different methods for converting tangent information into the control points of the bezier hull and we have taken to calling the two methods weighted and non-weighted tangents.</para>
        <para>The animation curve is evaluated in a piecewise manner, which means that each segment between two keys is evaluated on its own, without regards to any other segment. The only time keys outside of a segment are considered is when tangent values are calculated for the spline, clamped, plateau or auto tangent types.</para>
        <para>When evaluating an animation curve, a two stage process is used: <list type="number"><item><para>the evaluation time is examined to determine if it falls within the range of the animation curve, and if it does not evaluation is based upon the infinity settings for the animation curve. </para></item><item><para>if the evaluation time falls within the range of the animation curve, the bezier parameters of the curve are computed and used as described below. </para></item></list></para>
        <para>Animation curves may have either weighted or non-weighted tangents. With non-weighted tangents, tangents are implemented as vectors and P2 and P3 are internally adjusted to account for the time difference between P1 and P4.</para>
        <para>When evaluating a time within a segment, the following algortithms are used:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.#ctor(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="plug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve)">
      <param name="obj">MFnAnimCurve</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kAnimCurve</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAnimCurve". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">DG Node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="attribute">Attribute on the given node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="modifier">Modifier to be used so undo capability is retained by caller </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">DG Node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="attribute">Attribute on the given node to which the output of the new Anim Curve Node is to be connected </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">DG Node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="attribute">Attribute on the given node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="animCurveType">AnimCurveType</param>
      <param name="modifier">Modifier to be used so undo capability is retained by caller </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">DG Node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="attribute">Attribute on the given node to which the output of the new Anim Curve Node is to be connected </param>
      <param name="animCurveType">AnimCurveType</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="modifier">Modifier to be used so undo capability is retained by caller </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="animCurveType">AnimCurveType</param>
      <param name="modifier">Modifier to be used so undo capability is retained by caller </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <param name="animCurveType">AnimCurveType</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="animCurveType">AnimCurveType</param>
      <param name="modifier">Modifier to be used so undo capability is retained by caller </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.create(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+AnimCurveType)">
      <summary>
        <para>Creates a new Anim Curve Node, attaches the Function Set to the new Node (detaching from the current Node) and connects the output of the new Anim Curve Node to an animatable Attribute on another DG Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the target Attribute is not animatable, or if a connection to the target Attribute already exists.</para>
        <para>Once the new Anim Curve Node has been created, the <ref>create()</ref> method finds the Plug associated with the target Attribute, makes sure the Attribute is animatable and then makes the connection.</para>
        <para>The creation and connection of DG Nodes are DG operations. Operations on the DG are performed by DG Modifiers (<ref>MDGModifier</ref>). A DG Modifier provides methods for editing the DG, however, the operations are not performed immediately. DG operations must be undoable, therefore, the DG Modifier maintains a queue of pending DG operations which are performed when the MDGModifer::doIt() method is invoked. Subsequently, the queue of DG operations becomes the undo queue. When the <ref>MDGModifier::undoIt()</ref> method is invoked all of the operations on the queue are undone. DG operations on the queue can be done and undone as often as required as long as the Modifier exists and no other changes to the DG make the operations invalid. Once the Modifier holding the queue is destroyed, the queue is lost.</para>
        <para>If a DG Modifier is passed as a parameter to this <ref>create()</ref> method, then that Modifier will be invoked to perform the creation and connection operations. At the completion of the <ref>create()</ref> method, the Modifier holds the necessary information to undo the operations, therefore, the caller of the <ref>create()</ref> method can undo the creation and connection if necessary.</para>
        <para>If no Modifier is passed in, the <ref>create()</ref> method instantiates its own Modifier, uses it to perform the DG operations and then destroys the Modifier. The creation and connection, in this case, are not undoable by the caller.</para>
        <para>
          <section>
            <para>The new Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node and/or attribute - Node and/or Attribute inaccessible or non-existent, Attribute already connected as destination (fan-in not allowed), or Attribute is not animatable.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create new Node or temporary DG Modifier </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not modify DG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="animCurveType">AnimCurveType</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.timedAnimCurveTypeForPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Returns the timed animCurve type appropriate for the specified plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The animCurve type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve type was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve type was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug </param>
      <returns>Returns a AnimCurveType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.unitlessAnimCurveTypeForPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Returns the unitless animCurve type appropriate for the specified plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The animCurve type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve type was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve type was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug </param>
      <returns>Returns a AnimCurveType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.evaluate(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Determines the interpolated output value of Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Interpolated value of Anim Curve at specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atTime">Time at which the Anim Curve is to be evaluated </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.evaluate(Autodesk.Maya.OpenMaya.MTime,System.Double&amp;)">
      <summary>
        <para>Determines the interpolated output value of Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Interpolated value of Anim Curve at specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atTime">Time at which the Anim Curve is to be evaluated </param>
      <param name="value">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.evaluate(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Determines the interpolated output value of Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Interpolated value of Anim Curve at specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atTime">Time at which the Anim Curve is to be evaluated </param>
      <param name="timeValue">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.evaluate(System.Double,System.Double&amp;)">
      <summary>
        <para>Determines the interpolated output value of Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Interpolated value of Anim Curve at specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atUnitlessInput">Double</param>
      <param name="value">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.evaluate(System.Double,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Determines the interpolated output value of Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Interpolated value of Anim Curve at specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atUnitlessInput">Double</param>
      <param name="timeValue">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.remove(System.UInt32,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Removes the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is called from within an <ref>MItKeyframe</ref> iterator, the results are undefined (i.e., it is likely that the incorrect key will be removed). This is because keys are automatically sorted (i.e., assigned new index values) everytime time they are modified in such a manner that could cause them to change order (e.g., they are moved, keys are inserted or removed, etc.).</para>
      </remarks>
      <param name="index">Index of the key to be removed </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.remove(System.UInt32)">
      <summary>
        <para>Removes the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is called from within an <ref>MItKeyframe</ref> iterator, the results are undefined (i.e., it is likely that the incorrect key will be removed). This is because keys are automatically sorted (i.e., assigned new index values) everytime time they are modified in such a manner that could cause them to change order (e.g., they are moved, keys are inserted or removed, etc.).</para>
      </remarks>
      <param name="index">Index of the key to be removed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeyframe(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Tangent types are set to kTangentGlobal. If you immediately query this key for its tangent type (after it is added), it will not be kTangentGlobal, rather it will be the specific type referred to by kTangentGlobal.</para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeyframe(Autodesk.Maya.OpenMaya.MTime,System.Double)">
      <summary>
        <para>Adds a new key with the given value at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Tangent types are set to kTangentGlobal. If you immediately query this key for its tangent type (after it is added), it will not be kTangentGlobal, rather it will be the specific type referred to by kTangentGlobal.</para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeyframe(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Tangent types are set to kTangentGlobal. If you immediately query this key for its tangent type (after it is added), it will not be kTangentGlobal, rather it will be the specific type referred to by kTangentGlobal.</para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">TangentType</param>
      <param name="tangentOutType">TangentType</param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeyframe(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Tangent types are set to kTangentGlobal. If you immediately query this key for its tangent type (after it is added), it will not be kTangentGlobal, rather it will be the specific type referred to by kTangentGlobal.</para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">TangentType</param>
      <param name="tangentOutType">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,System.Double)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time at which the key is to be added </param>
      <param name="value">Value to which the key is to be set </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="timeInput">MTime</param>
      <param name="timeValue">MTime</param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="timeInput">MTime</param>
      <param name="timeValue">MTime</param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="timeInput">MTime</param>
      <param name="timeValue">MTime</param>
      <param name="tangentInType">In tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="timeInput">MTime</param>
      <param name="timeValue">MTime</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,System.Double,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="value">Value to which the key is to be set </param>
      <param name="tangentInType">In tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,System.Double)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="value">Value to which the key is to be set </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="time">Time at which the key is to be added </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="time">Time at which the key is to be added </param>
      <param name="tangentInType">In tangent type for the key </param>
      <param name="tangentOutType">Out tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="time">Time at which the key is to be added </param>
      <param name="tangentInType">In tangent type for the key </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKey(System.Double,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Adds a new key with the given value and tangent types at the specified time for curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Index of the added key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure editing Node - Node does not exist or is not accessible, or change could not be cached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="time">Time at which the key is to be added </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeys(Autodesk.Maya.OpenMaya.MTimeArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Add a set of new keys with the given corresponding values and tangent types at the specified times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only works for Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU.</para>
        <para>This method is tuned to provide best performance when:</para>
        <para>
          <list type="bullet">
            <item>
              <para>- the plug-in application pre-cuts the keys in the time range where the new keys are to be added </para>
            </item>
            <item>
              <para>- keepExistingKeys is set to false </para>
            </item>
            <item>
              <para>- change is NULL (i.e. the operation is not undoable)</para>
            </item>
          </list>
These optimisations are geared towards motion capture plug-ins where a large numbers of keys must be added to a curve in a single operation.</para>
        <para>Note: The timeArray and valueArray arrays are owned by the calling function. This method will copy those arrays to internal structures for use. As such, It is up to the caller to ensure that the memory allocated for the above arrays are deallocated appropriately.</para>
      </remarks>
      <param name="timeArray">Times at which keys are to be added </param>
      <param name="valueArray">Values to which the keys is to be set </param>
      <param name="tangentInType">In tangent type for all the added keys </param>
      <param name="tangentOutType">Out tangent type for all the added keys </param>
      <param name="keepExistingKeys">Specifies whether the new keys should be merged with existing keys, or if they should be cut prior to adding the new keys </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeys(Autodesk.Maya.OpenMaya.MTimeArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,System.Boolean)">
      <summary>
        <para>Add a set of new keys with the given corresponding values and tangent types at the specified times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only works for Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU.</para>
        <para>This method is tuned to provide best performance when:</para>
        <para>
          <list type="bullet">
            <item>
              <para>- the plug-in application pre-cuts the keys in the time range where the new keys are to be added </para>
            </item>
            <item>
              <para>- keepExistingKeys is set to false </para>
            </item>
            <item>
              <para>- change is NULL (i.e. the operation is not undoable)</para>
            </item>
          </list>
These optimisations are geared towards motion capture plug-ins where a large numbers of keys must be added to a curve in a single operation.</para>
        <para>Note: The timeArray and valueArray arrays are owned by the calling function. This method will copy those arrays to internal structures for use. As such, It is up to the caller to ensure that the memory allocated for the above arrays are deallocated appropriately.</para>
      </remarks>
      <param name="timeArray">Times at which keys are to be added </param>
      <param name="valueArray">Values to which the keys is to be set </param>
      <param name="tangentInType">In tangent type for all the added keys </param>
      <param name="tangentOutType">Out tangent type for all the added keys </param>
      <param name="keepExistingKeys">Specifies whether the new keys should be merged with existing keys, or if they should be cut prior to adding the new keys </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeys(Autodesk.Maya.OpenMaya.MTimeArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Add a set of new keys with the given corresponding values and tangent types at the specified times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only works for Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU.</para>
        <para>This method is tuned to provide best performance when:</para>
        <para>
          <list type="bullet">
            <item>
              <para>- the plug-in application pre-cuts the keys in the time range where the new keys are to be added </para>
            </item>
            <item>
              <para>- keepExistingKeys is set to false </para>
            </item>
            <item>
              <para>- change is NULL (i.e. the operation is not undoable)</para>
            </item>
          </list>
These optimisations are geared towards motion capture plug-ins where a large numbers of keys must be added to a curve in a single operation.</para>
        <para>Note: The timeArray and valueArray arrays are owned by the calling function. This method will copy those arrays to internal structures for use. As such, It is up to the caller to ensure that the memory allocated for the above arrays are deallocated appropriately.</para>
      </remarks>
      <param name="timeArray">Times at which keys are to be added </param>
      <param name="valueArray">Values to which the keys is to be set </param>
      <param name="tangentInType">In tangent type for all the added keys </param>
      <param name="tangentOutType">Out tangent type for all the added keys </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeys(Autodesk.Maya.OpenMaya.MTimeArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Add a set of new keys with the given corresponding values and tangent types at the specified times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only works for Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU.</para>
        <para>This method is tuned to provide best performance when:</para>
        <para>
          <list type="bullet">
            <item>
              <para>- the plug-in application pre-cuts the keys in the time range where the new keys are to be added </para>
            </item>
            <item>
              <para>- keepExistingKeys is set to false </para>
            </item>
            <item>
              <para>- change is NULL (i.e. the operation is not undoable)</para>
            </item>
          </list>
These optimisations are geared towards motion capture plug-ins where a large numbers of keys must be added to a curve in a single operation.</para>
        <para>Note: The timeArray and valueArray arrays are owned by the calling function. This method will copy those arrays to internal structures for use. As such, It is up to the caller to ensure that the memory allocated for the above arrays are deallocated appropriately.</para>
      </remarks>
      <param name="timeArray">Times at which keys are to be added </param>
      <param name="valueArray">Values to which the keys is to be set </param>
      <param name="tangentInType">In tangent type for all the added keys </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.addKeys(Autodesk.Maya.OpenMaya.MTimeArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Add a set of new keys with the given corresponding values and tangent types at the specified times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only works for Anim Curves of type kAnimCurveTA, kAnimCurveTL and kAnimCurveTU.</para>
        <para>This method is tuned to provide best performance when:</para>
        <para>
          <list type="bullet">
            <item>
              <para>- the plug-in application pre-cuts the keys in the time range where the new keys are to be added </para>
            </item>
            <item>
              <para>- keepExistingKeys is set to false </para>
            </item>
            <item>
              <para>- change is NULL (i.e. the operation is not undoable)</para>
            </item>
          </list>
These optimisations are geared towards motion capture plug-ins where a large numbers of keys must be added to a curve in a single operation.</para>
        <para>Note: The timeArray and valueArray arrays are owned by the calling function. This method will copy those arrays to internal structures for use. As such, It is up to the caller to ensure that the memory allocated for the above arrays are deallocated appropriately.</para>
      </remarks>
      <param name="timeArray">Times at which keys are to be added </param>
      <param name="valueArray">Values to which the keys is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.find(Autodesk.Maya.OpenMaya.MTime,System.UInt32&amp;)">
      <summary>
        <para>Determines the index of the key which is set at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the index is found <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time for which a key index is required </param>
      <param name="index">Key index at the specified time (implicit return) </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.find(System.Double,System.UInt32&amp;)">
      <summary>
        <para>Determines the index of the key which is set at the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the index is found <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <param name="index">Key index at the specified time (implicit return) </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.findClosest(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Determines the index of the key which is set at the time closest to the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Key index closest to the specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time for which a key index is required </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.findClosest(System.Double)">
      <summary>
        <para>Determines the index of the key which is set at the time closest to the specified time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Key index closest to the specified time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="unitlessInput">Double</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.time(System.UInt32)">
      <summary>
        <para>Determines the time of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Time (in seconds) of the key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key for which the time is required </param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.value(System.UInt32)">
      <summary>
        <para>Determines the value of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used on Anim Curves of type kAnimCurve*A, kAnimCurve*L or kAnimCurve*U.</para>
        <para>
          <section>
            <para>Value of the key</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key for which the value is required </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.unitlessInput(System.UInt32)">
      <summary>
        <para>Determines the unitless input value of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used on Anim Curves of type kAnimCurveU*.</para>
        <para>
          <section>
            <para>Input value at which the key is set</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key for which the input value is required </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setValue(System.UInt32,System.Double,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the value of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used on Anim Curves of type kAnimCurve*A, kAnimCurve*L or kAnimCurve*U.</para>
      </remarks>
      <param name="index">Index of the key for which the value is to be set </param>
      <param name="value">Value to which the key is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setValue(System.UInt32,System.Double)">
      <summary>
        <para>Sets the value of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used on Anim Curves of type kAnimCurve*A, kAnimCurve*L or kAnimCurve*U.</para>
      </remarks>
      <param name="index">Index of the key for which the value is to be set </param>
      <param name="value">Value to which the key is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTime(System.UInt32,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the time of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will fail if setting the time would require re-ordering of the keys. This method should only be used on Anim Curves of type kAnimCurveT*.</para>
        <para>Tangents may be changed so that the curve remains monotonic with respect to time.</para>
      </remarks>
      <param name="index">Index of the key for which the time is to be set </param>
      <param name="time">Time to which the indexed key time is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTime(System.UInt32,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Sets the time of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will fail if setting the time would require re-ordering of the keys. This method should only be used on Anim Curves of type kAnimCurveT*.</para>
        <para>Tangents may be changed so that the curve remains monotonic with respect to time.</para>
      </remarks>
      <param name="index">Index of the key for which the time is to be set </param>
      <param name="time">Time to which the indexed key time is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setUnitlessInput(System.UInt32,System.Double,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the value of the unitless input of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will fail if setting the value would require re-ordering of the keys. This methid should only be used on Anim Curves of type kAnimCurveU*.</para>
        <para>Tangents may be changed so that the curve remains monotonic with respect to the unitless input.</para>
      </remarks>
      <param name="index">Index of the key for which the unitless input value is to be set </param>
      <param name="unitlessInput">Value to which the indexed key unitless input value is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setUnitlessInput(System.UInt32,System.Double)">
      <summary>
        <para>Sets the value of the unitless input of the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will fail if setting the value would require re-ordering of the keys. This methid should only be used on Anim Curves of type kAnimCurveU*.</para>
        <para>Tangents may be changed so that the curve remains monotonic with respect to the unitless input.</para>
      </remarks>
      <param name="index">Index of the key for which the unitless input value is to be set </param>
      <param name="unitlessInput">Value to which the indexed key unitless input value is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.inTangentType(System.UInt32)">
      <summary>
        <para>Determines the type of the tangent to the curve entering the current key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of the tangent</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is required </param>
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.outTangentType(System.UInt32)">
      <summary>
        <para>Determines the type of the tangent to the curve leaving the current key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of the tangent</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is required </param>
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setInTangentType(System.UInt32,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the type of the tangent to the curve entering the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="tangentType">Type to which the tangent is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setInTangentType(System.UInt32,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Sets the type of the tangent to the curve entering the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="tangentType">Type to which the tangent is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setOutTangentType(System.UInt32,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the type of the tangent to the curve leaving the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="tangentType">Type to which the tangent is to be set </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setOutTangentType(System.UInt32,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Sets the type of the tangent to the curve leaving the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="tangentType">Type to which the tangent is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentTypes(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the tangent types for multiple keys. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="indexArray">Indices of the key for which the tangent type is to be set </param>
      <param name="tangentInType">TangentType</param>
      <param name="tangentOutType">TangentType</param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentTypes(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Sets the tangent types for multiple keys. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="indexArray">Indices of the key for which the tangent type is to be set </param>
      <param name="tangentInType">TangentType</param>
      <param name="tangentOutType">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentTypes(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+TangentType)">
      <summary>
        <para>Sets the tangent types for multiple keys. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="indexArray">Indices of the key for which the tangent type is to be set </param>
      <param name="tangentInType">TangentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentTypes(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Sets the tangent types for multiple keys. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="indexArray">Indices of the key for which the tangent type is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.getTangent(System.UInt32,System.Single&amp;,System.Single&amp;,System.Boolean)">
      <summary>
        <para>Determines the x,y value representing the vector of the in- or out-tangent (depending on the value of the inTangent parameter) to the curve for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The values returned will be in Maya's internal units (seconds for time, centimeters for linear, radians for angles). The following examples demonstrates how to convert from internal units of seconds into the current user time unit.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="index">Index of the key for which the tangent x,y value is required </param>
      <param name="x">The x value of the slope of the tangent in seconds </param>
      <param name="y">Absolute y value of the slope of the tangent </param>
      <param name="inTangent">If true, the in-tangent is returned, else, the out-tangent is returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.getTangent(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Determines the x,y value representing the vector of the in- or out-tangent (depending on the value of the inTangent parameter) to the curve for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The values returned will be in Maya's internal units (seconds for time, centimeters for linear, radians for angles). The following examples demonstrates how to convert from internal units of seconds into the current user time unit.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="index">Index of the key for which the tangent x,y value is required </param>
      <param name="angle">MAngle</param>
      <param name="weight">Double&amp;</param>
      <param name="inTangent">If true, the in-tangent is returned, else, the out-tangent is returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,System.Single,System.Single,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange,System.Boolean)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="x">Absolute x value of the slope of the tangent </param>
      <param name="y">Absolute y value of the slope of the tangent </param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <param name="convertUnits">Whether to convert to UI units before setting</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,System.Single,System.Single,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="x">Absolute x value of the slope of the tangent </param>
      <param name="y">Absolute y value of the slope of the tangent </param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
      <param name="change">Optional cache to store undo/redo information. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,System.Single,System.Single,System.Boolean)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="x">Absolute x value of the slope of the tangent </param>
      <param name="y">Absolute y value of the slope of the tangent </param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Double,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange,System.Boolean)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="angle">MAngle</param>
      <param name="weight">Double</param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
      <param name="change">Optional cache to store undo/redo information. </param>
      <param name="convertUnits">Whether to convert to UI units before setting</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Double,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="angle">MAngle</param>
      <param name="weight">Double</param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
      <param name="change">Optional cache to store undo/redo information. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangent(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Double,System.Boolean)">
      <summary>
        <para>Sets the tangent for the key at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If convertUnits is true (the default) the x value will be scaled by the current UI time units and the y value will be scaled by the relevant UI units for the output type of the animation curve (i.e. linear units for a curve that outputs linear data, and so on).</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key for which the tangent type is to be set </param>
      <param name="angle">MAngle</param>
      <param name="weight">Double</param>
      <param name="inTangent">If true, the inTangent is modified, else, the outTangent is modified </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setAngle(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Set the in- or out-angle of the tangent for the key at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key </param>
      <param name="angle">The new in- or out-angle for the key's tangent </param>
      <param name="inTangent">If true, set the in-tangent, else out-tangent </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setAngle(System.UInt32,Autodesk.Maya.OpenMaya.MAngle,System.Boolean)">
      <summary>
        <para>Set the in- or out-angle of the tangent for the key at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if this method is called on a locked tangent (which they are by default), the corresponding out- or in-tangent will be modified as well (i.e., they will both be set to fixed). To prevent this from occurring, you must first unlock the tangent, make your modifications and then restore the lock setting for the tangent afterwards.</para>
      </remarks>
      <param name="index">Index of the key </param>
      <param name="angle">The new in- or out-angle for the key's tangent </param>
      <param name="inTangent">If true, set the in-tangent, else out-tangent </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setWeight(System.UInt32,System.Double,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Set the in- or out-weight of the tangent for the key at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if this method is called on a locked weight (which they are by default), the corresponding out- or in-weight will be modified as well. To prevent this from occurring, you must first unlock the weight, make your modifications and then restore the lock setting for the weight afterwards.</para>
      </remarks>
      <param name="index">Index of the key </param>
      <param name="weight">The new in- or out-weight for the key's tangent </param>
      <param name="inTangent">If true, set the in-tangent, else set out-tangent </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setWeight(System.UInt32,System.Double,System.Boolean)">
      <summary>
        <para>Set the in- or out-weight of the tangent for the key at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if this method is called on a locked weight (which they are by default), the corresponding out- or in-weight will be modified as well. To prevent this from occurring, you must first unlock the weight, make your modifications and then restore the lock setting for the weight afterwards.</para>
      </remarks>
      <param name="index">Index of the key </param>
      <param name="weight">The new in- or out-weight for the key's tangent </param>
      <param name="inTangent">If true, set the in-tangent, else set out-tangent </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.weightsLocked(System.UInt32)">
      <summary>
        <para>Determines whether the weights are locked at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the weights are locked, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key to check for locked weights </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.tangentsLocked(System.UInt32)">
      <summary>
        <para>Determines whether the tangents are locked at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the tangents are locked, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the key to check for locked tangents </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setWeightsLocked(System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Lock or unlock the weights at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key at which to set/unset the locks </param>
      <param name="locked">true if the weights are to be locked, false otherwise </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setWeightsLocked(System.UInt32,System.Boolean)">
      <summary>
        <para>Lock or unlock the weights at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key at which to set/unset the locks </param>
      <param name="locked">true if the weights are to be locked, false otherwise </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentsLocked(System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Lock or unlock the tangents at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key at which to set/unset the locks </param>
      <param name="locked">true if the tangents are to be locked, false otherwise </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setTangentsLocked(System.UInt32,System.Boolean)">
      <summary>
        <para>Lock or unlock the tangents at the given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key at which to set/unset the locks </param>
      <param name="locked">true if the tangents are to be locked, false otherwise </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setPreInfinityType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+InfinityType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Set the behaviour of the curve for the range occurring before the first key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="infinityType">The infinity type to be set. </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setPreInfinityType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+InfinityType)">
      <summary>
        <para>Set the behaviour of the curve for the range occurring before the first key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="infinityType">The infinity type to be set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setPostInfinityType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+InfinityType,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Set the behaviour of the curve for the range occurring after the last key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="infinityType">The infinity type to be set. </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setPostInfinityType(Autodesk.Maya.OpenMayaAnim.MFnAnimCurve+InfinityType)">
      <summary>
        <para>Set the behaviour of the curve for the range occurring after the last key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="infinityType">The infinity type to be set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setIsWeighted(System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets whether or not the curve has weighted tangents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="isWeighted">Whether or not the curve should have weighted tangents </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setIsWeighted(System.Boolean)">
      <summary>
        <para>Sets whether or not the curve has weighted tangents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="isWeighted">Whether or not the curve should have weighted tangents </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.isBreakdown(System.UInt32)">
      <summary>
        <para>Determines whether or not a key is a breakdown. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the key is a breakdown, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> Invalid parameter passed for index - index out of range (index &gt;= numKeys) </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The key's index </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setIsBreakdown(System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaAnim.MAnimCurveChange)">
      <summary>
        <para>Sets the breakdown state of a key at a given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key whose breakdown state is to be modified </param>
      <param name="isBreakdown">The new breakdown state for the key. </param>
      <param name="change">Optional cache to store undo/redo information.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.setIsBreakdown(System.UInt32,System.Boolean)">
      <summary>
        <para>Sets the breakdown state of a key at a given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Index of the key whose breakdown state is to be modified </param>
      <param name="isBreakdown">The new breakdown state for the key. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_animCurveType()">
      <returns>Returns a AnimCurveType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_isStatic()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_numKeyframes()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_numKeys()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_isTimeInput()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_isUnitlessInput()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_preInfinityType()">
      <returns>Returns a InfinityType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_postInfinityType()">
      <returns>Returns a InfinityType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.get_isWeighted()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.animCurveType">
      <summary>
        <para>Returns the animCurve type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The animCurve type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> the animCurve type was returned successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> the animCurve type was not returned successfully </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.isStatic">
      <summary>
        <para>Determines whether or not the animCurve is static. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The animCurve is considered to be static if it would return the same value regardless of the evaluation time. This basically means that the values of all the keys are the same and the y component of all the tangents is 0.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the curve is static, <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.numKeyframes">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Number of keys on the Anim Curve Node </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.numKeys">
      <summary>
        <para>Determines the number of keys on the Anim Curve Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of keys on the Anim Curve Node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.isTimeInput">
      <summary>
        <para>Determines the input type of the animCurve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the curve takes time as input <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.isUnitlessInput">
      <summary>
        <para>Determines the input type of the animCurve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the curve takes a unitless value as input, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.preInfinityType">
      <summary>
        <para>Determines the behaviour of the curve for the range occurring before the first key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current preInfinityType for the curve</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the behaviour of the curve for the range occurring before the first key. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.postInfinityType">
      <summary>
        <para>Determines the behaviour of the curve for the range occurring after the last key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current postInfinityType for the curve</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible, or key does not exist or is not accessible, or index is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the behaviour of the curve for the range occurring after the last key. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.isWeighted">
      <summary>
        <para>Determines whether or not the curve has weighted tangents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the curve has weighted tangents, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure querying Node - Node does not exist or is not accessible </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not the curve has weighted tangents. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType">
      <summary>
        <para>Defines the input and output type of the animation curve. </para>
      </summary>
      <remarks>
        <para>Animation curves in Maya support either time or unitless inputs. For example, curves set using setKeyframe have time inputs. Curves set using setDrivenKeyframe have unitless inputs. Maya supports four types of outputs: angular, linear, time and unitless. Time, angular and linear outputs work according to the units specified in user preferences and convert units when the preferences are changes. Unitless outputs are not sensitive to user preferences. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTA">
      <summary>
        <para>Time to Angular. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTL">
      <summary>
        <para>Time to Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTT">
      <summary>
        <para>Time to Time. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTU">
      <summary>
        <para>Time to Unitless. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUA">
      <summary>
        <para>Unitless to Angular. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUL">
      <summary>
        <para>Unitless to Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUT">
      <summary>
        <para>Unitless to Time. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUU">
      <summary>
        <para>Unitless to Unitless. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUnknown">
      <summary>
        <para>Unknown type. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType">
      <summary>
        <para>Defines the type of the tangent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentGlobal">
      <summary>
        <para>Global. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFixed">
      <summary>
        <para>Fixed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentLinear">
      <summary>
        <para>Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFlat">
      <summary>
        <para>Flag. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentSmooth">
      <summary>
        <para>Smooth. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentStep">
      <summary>
        <para>Step. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentSlow">
      <summary>
        <para>OBSOLETE kTangentSlow should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFast">
      <summary>
        <para>OBSOLETE kTangentFast should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentClamped">
      <summary>
        <para>Clamped. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentPlateau">
      <summary>
        <para>Plateau. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentStepNext">
      <summary>
        <para>StepNext. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentAuto">
      <summary>
        <para>Auto. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType">
      <summary>
        <para>Defines the type of the infinity. </para>
      </summary>
      <remarks>
        <para>The infinity controls the shape of the animation curve in the regions before the first key and after the last key. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kConstant">
      <summary>
        <para>Constant. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kLinear">
      <summary>
        <para>Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kCycle">
      <summary>
        <para>Cycle. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kCycleRelative">
      <summary>
        <para>Cycle relative. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kOscillate">
      <summary>
        <para>Oscillate. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType">
      <summary>
        <para>Defines the input and output type of the animation curve. </para>
      </summary>
      <remarks>
        <para>Animation curves in Maya support either time or unitless inputs. For example, curves set using setKeyframe have time inputs. Curves set using setDrivenKeyframe have unitless inputs. Maya supports four types of outputs: angular, linear, time and unitless. Time, angular and linear outputs work according to the units specified in user preferences and convert units when the preferences are changes. Unitless outputs are not sensitive to user preferences. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTA">
      <summary>
        <para>Time to Angular. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTL">
      <summary>
        <para>Time to Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTT">
      <summary>
        <para>Time to Time. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveTU">
      <summary>
        <para>Time to Unitless. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUA">
      <summary>
        <para>Unitless to Angular. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUL">
      <summary>
        <para>Unitless to Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUT">
      <summary>
        <para>Unitless to Time. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUU">
      <summary>
        <para>Unitless to Unitless. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.AnimCurveType.kAnimCurveUnknown">
      <summary>
        <para>Unknown type. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType">
      <summary>
        <para>Defines the type of the tangent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentGlobal">
      <summary>
        <para>Global. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFixed">
      <summary>
        <para>Fixed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentLinear">
      <summary>
        <para>Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFlat">
      <summary>
        <para>Flag. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentSmooth">
      <summary>
        <para>Smooth. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentStep">
      <summary>
        <para>Step. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentSlow">
      <summary>
        <para>OBSOLETE kTangentSlow should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentFast">
      <summary>
        <para>OBSOLETE kTangentFast should not be used. </para>
      </summary>
      <remarks>
        <para>Using this tangent type may produce unwanted and unexpected results. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentClamped">
      <summary>
        <para>Clamped. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentPlateau">
      <summary>
        <para>Plateau. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentStepNext">
      <summary>
        <para>StepNext. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.TangentType.kTangentAuto">
      <summary>
        <para>Auto. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType">
      <summary>
        <para>Defines the type of the infinity. </para>
      </summary>
      <remarks>
        <para>The infinity controls the shape of the animation curve in the regions before the first key and after the last key. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kConstant">
      <summary>
        <para>Constant. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kLinear">
      <summary>
        <para>Linear. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kCycle">
      <summary>
        <para>Cycle. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kCycleRelative">
      <summary>
        <para>Cycle relative. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnAnimCurve.InfinityType.kOscillate">
      <summary>
        <para>Oscillate. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer">
      <summary>
        <para>blend shape deformer function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnBlendShapeDeformer</ref> is the function set for blend shape deformers. A blend shape deformer takes a base shape (polygonal surface, curve, surface, or lattice) and blends it with other target shapes based on weight values.</para>
        <para>The blend shape deformer is actually a small network of dependency nodes in the dependency graph. This function set is provided to make manipulation of the network easier. The main deformer node should be given to this function set as its object.</para>
        <para>There are three parts to a blend shape deformer. There are the base objects, the target objects, and the weight values.</para>
        <para>The base objects are the shapes that are to be deformed. There must be at least one base object. The base objects will change form as the targets and deformation parameters are modified.</para>
        <para>Each base object has a list of target objects that affect its shape. Each target is associated with one of the the deformer's weight values. When the weight value increases, the target has more influence on the base shape.</para>
        <para>There is just one array of weight values between all of the base objects and targets. So, it is possible for targets of different base objects to share the same weight index. When the weight value changes, it will affect all of the base objects that have targets using that weight value.</para>
        <para>It is also possible to chain together target shapes so that a base object will deform through each shape one at a time as the weight value increases. This is done by adding multiple targets to a base shape using the same weight index for all of them. When each target is added, a weight value is specified at which that target will be in full effect. Give each target a different full weight value.</para>
        <para>For example, one could take a sphere and make it blend into a cone and then into a cylinder. One way to do this is to make sphere the base shape. Then, add the cone as a target for the sphere at weight index 0 with a full effect weight of 0.5. Next, add the cylinder as a second target for the sphere also at weight index 0, but with a full effect weight of 1.0. Now, as the weight goes from 0 to 1, the base shape will start as a sphere, morph into a cone, and then into a cylinder.</para>
        <para>It is not necessary for the base shape and its targets to have identical vertex/CV counts, but the blend will be more effective if they do. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer)">
      <param name="obj">MFnBlendShapeDeformer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kBlendShape</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+Origin)">
      <summary>
        <para>Creates a new blend shape deformer in the dependency graph with the specified shape as the baseObject. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObject">a base object for the deformer </param>
      <param name="originSpace">origin about which to deform </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new blend shape deformer in the dependency graph with the specified shape as the baseObject. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObject">a base object for the deformer </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.create(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+Origin,Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+HistoryLocation)">
      <summary>
        <para>Creates a new blend shape deformer in the dependency graph with the specified shape as the baseObject. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObjects">MObjectArray</param>
      <param name="originSpace">origin about which to deform </param>
      <param name="arg2">HistoryLocation</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.create(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+Origin)">
      <summary>
        <para>Creates a new blend shape deformer in the dependency graph with the specified shape as the baseObject. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObjects">MObjectArray</param>
      <param name="originSpace">origin about which to deform </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.create(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Creates a new blend shape deformer in the dependency graph with the specified shape as the baseObject. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObjects">MObjectArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.addBaseObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new base object to the deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This object will be deformed as targets are added for it and the deformation parameters change.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.getBaseObjects(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Get a list of all of the base objects for this deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The objects returned will be the deformed versions of the base objects.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objects">storage for the array of base objects</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.addTarget(Autodesk.Maya.OpenMaya.MObject,System.Int32,Autodesk.Maya.OpenMaya.MObject,System.Double)">
      <summary>
        <para>Adds a new target object for the given base object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The weight index says which of the deformer's weight values will control this target's affects on the base object. The full weight argument determines at what weight the target is in full effect. If a base object has no other targets and the weight is set to the 'full weight', then the base object will look just like the target object.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object or target object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObject">base object for the target </param>
      <param name="weightIndex">weight index to use for target's effect </param>
      <param name="newTarget">new target object for the given base </param>
      <param name="fullWeight">weight value at which the target is in full effect</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.removeTarget(Autodesk.Maya.OpenMaya.MObject,System.Int32,Autodesk.Maya.OpenMaya.MObject,System.Double)">
      <summary>
        <para>Remove a target object for the given base object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The weight index specifies the index at which target is connected. The full weight argument specifies at what weight the target is in full effect.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object or target object is null or is not of the correct type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObject">base object for the target </param>
      <param name="weightIndex">weight index corresponding to the target </param>
      <param name="target">target object for the given base to be removed </param>
      <param name="fullWeight">weight value at which the target is in full effect</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.getTargets(Autodesk.Maya.OpenMaya.MObject,System.Int32,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Get a list of all of the target objects for the given base object that affect it based on the given weight index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> base object is null or is not of the correct type, or the weightIndex is invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseObject">The base shape of interest. </param>
      <param name="weightIndex">The index of the weight attribute. Since the weight indices may be sparse, the weightIndexList method should be used to find the weight indices used by a given blendShape. </param>
      <param name="targetObjects">Storage for the returned array of target objects.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.weightIndexList(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Return the array index numbers corresponding to the targets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting index list will be the length of MFnBlendShape::numWeights. This method exists because the indices of the targets can be sparse. For example, if a target has been removed using Deform -&gt; Edit BlendShape -&gt; Remove.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexList">the array index numbers for the blendShape targets</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.targetItemIndexList(System.UInt32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>A base object may have more than one target using the same element of the blendShape's 'weights' array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>We refer to these as the base object's "target items" for that weight index.</para>
        <para>Each target item should have a different 'fullWeight' value at which it takes full effect. As the value of the weights array element approaches the lowest of those 'fullWeight' values the associated target item has an increasing effect on the shape of the base object. As the value of the weights array element passes that first 'fullWeight' value and starts to approach the next higher 'fullWeight' value, the next target item starts to gain influence and the influence of the previous one drops off.</para>
        <para>In this way, as the weight value increases, influence passes from one target item to another, allowing the target object to morph through a sequence of different target shapes.</para>
        <para>Each target item is connected to an element of the blendShape deformer's 'inputTargetItem' array for that base object and weights array index. The inputTargetItem array index is calculated as follows: index = fullWeight * 1000 + 5000.</para>
        <para>For example, if a base object has three different targetItems for a given weights array element, having fullWeight values of 0.5, 1.0 and 2.0, they will be connected to inputTargetItem array indices 5500, 6000 and 7000, respectively.</para>
        <para>This method returns an array containing the inputTargetItem array indices of all the target items of a given base object which use the specified weight index.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidIndex</b> no target exists at the specified target index </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="weightIndex">'weights' array index. </param>
      <param name="baseObject">The deformed object of interest </param>
      <param name="targetItemIndices">'inputTargetItem' array indices of the requested target items.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.weight(System.UInt32)">
      <summary>
        <para>Get the weight value at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To be valid, a weight value should only be requested at index values returned by <ref>MFnBlendShapeDeformer::weightIndexList</ref>.</para>
        <para>
          <section>
            <para>The weight value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the weightIndex is invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of weight value </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.setWeight(System.UInt32,System.Single)">
      <summary>
        <para>Set the weight value at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the weightIndex is invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of weight value </param>
      <param name="weight">new weight value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.setOrigin(Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+Origin)">
      <summary>
        <para>Sets the origin space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It defines the point around which the differences in the geometry are calculated.</para>
        <para>
          <section>
            <para>The origin space</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">origin space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.get_numWeights()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.set_envelope(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.get_envelope()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.set_origin(Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer+Origin)">
      <param name="value">Origin</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.get_origin()">
      <returns>Returns a Origin.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.numWeights">
      <summary>
        <para>Return the number of weight values that this blend shape deformer has. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The number of weight values is equal to the number of targets. Targets are either shapes in the dag or baked data on the blendShape node (when a target shape is deleted).</para>
        <para>
          <section>
            <para>The number of weight indices</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.envelope">
      <summary>
        <para>Gets the envelope value of the deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The envelope is a global scale factor that is applied to all of the weight values in the deformer. The envelope can be used increase or decrease the effects of all of the targets at the same time.</para>
        <para>
          <section>
            <para>Envelope value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the envelope value of the deformer. </para>
      </summary>
      <remarks>
        <para>The envelope is a global scale factor that is applied to all of the weight values in the deformer. The envelope can be used increase or decrease the effects of all of the targets at the same time.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.origin">
      <summary>
        <para>Gets the origin space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It defines the point around which the differences in the geometry are calculated.</para>
        <para>
          <section>
            <para>The origin space</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the origin space. </para>
      </summary>
      <remarks>
        <para>It defines the point around which the differences in the geometry are calculated.</para>
        <para>
          <section>
            <para>The origin space</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin">
      <summary>
        <para>Specifies the space to use for the deformation origin. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin.kLocalOrigin">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin.kWorldOrigin">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation">
      <summary>
        <para>Specifies where in the shape's history to place the deformer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation.kFrontOfChain">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation.kNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin">
      <summary>
        <para>Specifies the space to use for the deformation origin. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin.kLocalOrigin">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.Origin.kWorldOrigin">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation">
      <summary>
        <para>Specifies where in the shape's history to place the deformer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation.kFrontOfChain">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnBlendShapeDeformer.HistoryLocation.kNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSet">
      <summary>
        <para>Function Set for Sets of Objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnSet</ref> is the function set that is used for manipulating sets of objects. Sets in Maya are dependency nodes, so it is possible for one set to contain others.</para>
        <para>A set is a list of dependency nodes and dag nodes. Sets are useful for keeping track of lists of objects for many purposes such as selection or applying common rendering parameters. Sets in Maya are also dependency nodes, so it is possible for one set to contain others. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getCPtr(Autodesk.Maya.OpenMaya.MFnSet)">
      <param name="obj">MFnSet</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSet</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSet". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.create(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MFnSet+Restriction)">
      <summary>
        <para>Creates a new set dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle for the new set object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="members">list of members for new set </param>
      <param name="restriction">restriction applied to members </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getUnion(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method calculates the union of two sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result will be the union of this set and the set passed into the method.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the sets is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="withSet">set to find union of with this set </param>
      <param name="result">storage for the result of the union operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getUnion(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method calculates the union of two sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result will be the union of this set and the set passed into the method.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the sets is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="setList">MObjectArray</param>
      <param name="result">storage for the result of the union operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getIntersection(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method calculates the intersection of two sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result will be the intersection of this set and the set passed into the method.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the set passed in is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="withSet">set to find intersection of with this set </param>
      <param name="result">storage for the result of the intersection operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getIntersection(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method calculates the intersection of two sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result will be the intersection of this set and the set passed into the method.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the set passed in is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="setList">MObjectArray</param>
      <param name="result">storage for the result of the intersection operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.clear()">
      <summary>
        <para>Removes all elements from this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.getMembers(Autodesk.Maya.OpenMaya.MSelectionList,System.Boolean)">
      <summary>
        <para>Get the members of this set as a selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This information is provided as a selection list so that all of the path information is retained for DAG nodes.</para>
        <para>It is possible to ask for the returned list to be flattened. This means that all sets that exist inside this set will be expanded into a list of their contents.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="members">storage for the returned list of members </param>
      <param name="flatten">whether to flatten the returned list.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.addMember(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new object (dependency node) to the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the object to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.addMember(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new object (dependency node) to the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the object to add</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.addMember(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Add a new object (dependency node) to the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the object to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.addMember(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Add a new object (dependency node) to the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.addMembers(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Add a list of new objects to the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">the list of objects as a selection list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.removeMember(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove an object (dependency node) from the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the object to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.removeMember(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove an object (dependency node) from the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the object to remove</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.removeMember(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Remove an object (dependency node) from the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.removeMembers(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Remove items of the selection list from the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object or an item is not in set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">the selection list of items to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.isMember(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if the given object (dependency node) is a member of this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether the object is a member</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.isMember(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if the given object (dependency node) is a member of this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether the object is a member</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="component">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.isMember(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns true if the given object (dependency node) is a member of this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether the object is a member</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.isMember(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Returns true if the given object (dependency node) is a member of this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether the object is a member</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.intersectsWith(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if this set intersects with the given set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An intersection occurs if there are any common members between the two sets.</para>
        <para>
          <section>
            <para>Boolean value indicating whether there was an intersection</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> otherSet is not a valid set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="otherSet">set to test for intersection with </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.create(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MFnSet+Restriction,System.Boolean)">
      <summary>
        <para>Creates a new set dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle for the new set object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="members">list of members for new set </param>
      <param name="restriction">restriction applied to members </param>
      <param name="isLayer">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.get_hasRestrictions()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.get_restriction()">
      <returns>Returns a Restriction.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.set_annotation(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSet.get_annotation()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSet.hasRestrictions">
      <summary>
        <para>Returns true if this function set has restrictions on the type of objects that it may contain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether this set has restriction</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSet.restriction">
      <summary>
        <para>Returns the type of membership restriction that this set has. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of restriction</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSet.annotation">
      <summary>
        <para>Returns the annotation string for this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This allows a description of the set to be stored with it.</para>
        <para>
          <section>
            <para>The annotation string</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the annotation string for this set. </para>
      </summary>
      <remarks>
        <para>This allows a description of the set to be stored with it.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid set object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSet.Restriction">
      <summary>
        <para>Set membership restrictions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kVerticesOnly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kEdgesOnly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kFacetsOnly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kEditPointsOnly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kRenderableOnly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSet.Restriction">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kNone">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kVerticesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kEdgesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kFacetsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kEditPointsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSet.Restriction.kRenderableOnly">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnCharacter">
      <summary>
        <para>Function Set for Characters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya offers "character" nodes to simplify the setting of keyframes on collections of attributes. The implementation of the "character" is a sub-class of <ref>MFnSet</ref> taking advantage of the fact that attributes can be represented as MObjects and can be made members of a set. The fact that sets also derive from <ref>MObject</ref> means that characters may have other character sets as members thus establishing a hierarchy. Only attributes and characters can be members of a character set. The character node will disallow the addition of other objects to its set.</para>
        <para>Character sets are also part of a partition, meaning that membership of character sets cannot overlap with other character sets. Thus, when an attribute already in a character is added to another character it must be removed from the original character.</para>
        <para>Characters are integral to Maya's nonlinear animation system, "Trax". Trax allows the user to create "animation clips", which bundle a set of animation curves so that they can be reused multiple times, with different timing then the original clip. When a clip is created, Maya finds the the animation curves that are attached to the attributes in the character set and moves those animation curves into the newly created clip. The <ref>MFnClip</ref> function set is the Maya function set for clips.</para>
        <para>Clips in maya can be of two types: source clips and scheduled clips. In the Maya UI, source clips are visible in the Visor while scheduled clips are visible in Trax. A source clip contains the animation curves for the clip. An scheduled clip contains data about the placement of an instance of a source clip in the Maya timeline. In this context, an "instance" means that the animation curves from the source clip are shared by the scheduled clip. Scheduled clips never contain their own animation curves, they always refer to a source clip's curves.</para>
        <para>For example, if you create a clip called "run" in maya that lasts from frames 1-20, a source clip node will be created with a start of 1, a duration of 19, and dependency graph connections to all of the animation curves that make up the "run". If you then place an instance of the run clip at frame 5 and another instance of the run clip at frame 20, you have 2 scheduled clips: one with a start frame of 5 and one with a start frame of 20. As mentioned in the previous paragraph, only a single set of animation curves exist for the run regardless of the number of times the run is scheduled.</para>
        <para>Trax also allows you to create "blends" between clips, which enable you to control the transition between the clips. A blend is represented in the dependency graph by an "animBlendInOut" node, which uses an animation curve to determine the transition type.</para>
        <para>In the dependency graph, when a character has animation clips, the character node will always be connected to a "clipLibrary" node and a "clipScheduler" node. The clipLibrary node is connected to all of the source clips and their animation curves. The clipScheduler node is connected to the scheduled clips and blends. It is the clipScheduler that computes the final animation by looking at the placement and overlap of the clips and feeding the attribute data back into the character set. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnCharacter)">
      <param name="obj">MFnCharacter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCharacter</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnCharacter". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.attachSourceToCharacter(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Attaches a given source clip node (created using <ref>MFnClip::createSourceClip</ref>) to the character's clipLibrary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attaches a clipLibrary and clipScheduler to the character if they are not attached already.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">source clip to be attached </param>
      <param name="dgMod">command modifier used for undo and redo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.attachInstanceToCharacter(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Attaches an instance of a clip to the character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the source clip related to the clip instance is not already attached to the character, it will be attached as well.</para>
        <para>This command will fail if the instanced clip passed in is not associated with a source clip. The best way to associate an instanced clip with a source clip is to create the instanced clip using <ref>MFnClip::createInstancedClip</ref>.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instanceClip">the animClip node representing the clipInstance </param>
      <param name="dgMod">command modifier used for undo and redo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.addCurveToClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Adds an animation curve to a clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must provide the animation curve, and the related source clip node (typically created using MFnCharacter::createSourceClip). The user must also specify the plug that the clip will drive. The plug must be a member of the character managed by this <ref>MFnCharacter</ref>.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">the animation curve to be added to the clip </param>
      <param name="sourceClip">a source clip specifying the start and duratiohn of the clip </param>
      <param name="characterPlug">MPlug</param>
      <param name="dgMod">command modifier used for undo and redo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.createBlend(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a blend between two instanced clips on the character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The blend is defined by a specified paramCurve, which should be keyed between times of 0 and 1. Time 0 corresponds to the start time of the blend. Time 1 corresponds to the end time of the blend. The blend will be performed on the clips according to the keyed value of the blend curve, using the equation: (value)*clip1 + (1-value)*clip2. For example, let's say the blend curve goes from a value of (0,0) to (1,1). At the start of the blend you will have 100% of clip1, and 0% of clip2. At the end of the blend you will have 0% of clip1, and 100% of clip2.</para>
        <para>
          <section>
            <para>The resulting animBlend node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instancedClip1">clip to be blended </param>
      <param name="instancedClip2">another clip to be blended </param>
      <param name="blendAnimCurve">animCurve defining the type of the blend </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.blendExists(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Return true if a blend exists between the two instanced clips on the character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a blend exists, the animBlend node related to the blend is also returned.</para>
        <para>
          <section>
            <para>true, if a blend was found between the two clips</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instancedClip1">clip </param>
      <param name="instancedClip2">another clip </param>
      <param name="blendResult">the blend, if a blend is found</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.removeBlend(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Remove the blend between the two instanced clips on the character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a blend exists and was deleted, returns true. If a blend did not exist, returns false.</para>
        <para>
          <section>
            <para>true, if a blend was found and deleted </para>
          </section>
        </para>
      </remarks>
      <param name="instancedClip1">clip </param>
      <param name="instancedClip2">another clip </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getCharacterThatOwnsPlug(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Given a plug, test the plug to see if it is owned by a character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a character controls this plug, the character will be returned</para>
        <para>
          <section>
            <para>true, if the plug is in a character </para>
          </section>
        </para>
      </remarks>
      <param name="plug">MPlug containing a plug for which you want to find the related character </param>
      <param name="result">Mobject containing a character if the plug is in a character, else an empty MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getMemberPlugs(Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Get the members of the character set that are attributes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return them as a plug array. A character set can contain only attributes and subcharacters. To get all of the members of the character, use <ref>MFnSet::getMembers</ref>. To get the subcharacters, use MFnCharacter::getSubcharacters.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">storage for the returned list of members</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getSubCharacters(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Get a list of the subcharacters that are members of the character set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">storage for the returned list of members</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getScheduledClip(System.Int32)">
      <summary>
        <para>Return the scheduled animClip node corresponding to the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified index should range from 0 to clipCount-1 where clipCount is the value returned by <ref>MFnCharacter::getScheduledClipCount</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> containing an animClip node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> this index given exceeded the total clip count </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the clip node for this index does not exist, indicates a missing connection in the dependency graph </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Clip index. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getSourceClip(System.Int32)">
      <summary>
        <para>Return the animClip node corresponding to the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The animClip node will be a source clip node. The specified index should range from 0 to clipCount-1 where clipCount is the value returned by <ref>MFnCharacter::getSourceClipCount</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> containing an animClip node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> this index given exceeded the total clip count </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the clip node for this index does not exist, indicates a missing connection in the dependency graph </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Clip index. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getBlend(System.Int32)">
      <summary>
        <para>Return the animBlendInOut node corresponding to the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> containing an animBlendInOut node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> this index given exceeded the total blend count </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the blend node for this index does not exist, indicates a missing connection in the dependency graph or that no blend exists </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the desired node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.getBlendClips(System.Int32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns the clip nodes that are blended by the blend node corresponding to the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kIndexOutOfRange</b> this index given exceeded the total blend count </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the clip nodes for this index do not exist, indicates a missing connection in the dependency graph or an invalid blend </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the blend </param>
      <param name="clip1">the first of the clips being blended </param>
      <param name="clip2">the second of the clips being blended</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.get_clipScheduler()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.get_scheduledClipCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.get_sourceClipCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnCharacter.get_blendCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnCharacter.clipScheduler">
      <summary>
        <para>Get the clipScheduler node that manages the playback of clips on this character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no clips have been created for this character, this method will return an empty <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> containing a clipScheduler node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnCharacter.scheduledClipCount">
      <summary>
        <para>Return the number of clips that have been scheduled on this character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of clips scheduled on this character</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnCharacter.sourceClipCount">
      <summary>
        <para>Return the number of source clips managed by the clipLibrary node of this character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For more information on source clips, refer to the description of the <ref>MFnCharacter</ref> node.</para>
        <para>
          <section>
            <para>Number of source clips owned by the library on this character</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnCharacter.blendCount">
      <summary>
        <para>Return the number of blends that have been added to clips on this character. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of blends on clips in this character</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid character object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnClip">
      <summary>
        <para>clip function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya uses animation clips as the building block of its nonlinear animation system, "Trax". An animation clip allows the user to bundle a set of animation curves independent of time so that they can be reused multiple times, with different timing then the original clip.</para>
        <para>Character sets (<ref>MFnCharacter</ref>) are integral to Maya's clip architecture, since a clip contains whatever attributes of the character were animated when the clip was created. For more information on character sets, refer to the <ref>MFnCharacter</ref> documentation.</para>
        <para>Clips in maya can be of two types: source clips and scheduled clips. In the Maya UI, source clips are visible in the Visor while scheduled clips are visible in Trax. A source clip contains the animation curves for the clip. A scheduled clip contains data about the placement of an instance of a source clip in the Maya timeline. In this context, an "instance" means that the animation curves from the source clip are shared by the scheduled clip. Scheduled clips never contain their own animation curves, they always refer to a source clip's curves.</para>
        <para>For example, if you create a clip called "run" in maya that lasts from frames 1-20, a source clip node will be created with a start of 1, a duration of 19, and dependency graph connections to all of the animation curves that make up the "run". If you then place an instance of the run clip at frame 5 and another instance of the run clip at frame 20, you have 2 scheduled clips: one with a start frame of 5 and one with a start frame of 20. As mentioned in the previous paragraph, only a single set of animation curves exist for the run regardless of the number of times the run is scheduled.</para>
        <para>Trax also allows you to create "blends" between clips, which enable you to control the transition between the clips. A blend is represented in the dependency graph by an "animBlendInOut" node, which uses an animation curve to determine the transition type.</para>
        <para>In the dependency graph, when a character has animation clips, the character node will always be connected to a "clipLibrary" node and a "clipScheduler" node. The clipLibrary node is connected to all of the source clips and their animation curves. The clipScheduler node is connected to the scheduled clips and blends. It is the clipScheduler that computes the final animation by looking at the placement and overlap of the clips and feeding the attribute data back into the character set.</para>
        <para>To create a source clip, the typical steps are:</para>
        <para>
          <list type="number">
            <item>
              <para>If the attributes are not already in a character, create a character containing the attributes. </para>
            </item>
            <item>
              <para>Create a source clip using <ref>MFnClip::createSourceClip</ref></para>
            </item>
            <item>
              <para>Attach the clip to a character using <ref>MFnCharacter::attachSourceToCharacter</ref></para>
            </item>
            <item>
              <para>Attach animation curves to the clip using <ref>MFnCharacter::addCurveToClip</ref></para>
            </item>
          </list>
        </para>
        <para>To create a scheduled clip so that it appears in the Trax Editor, the typical steps are:</para>
        <para>
          <list type="number">
            <item>
              <para>Create an instanced animClip node using <ref>MFnClip::createInstancedClip</ref>, and associate it with the source clip that you want to instance. </para>
            </item>
            <item>
              <para>Attach the clip instance to the character using <ref>MFnCharacter::attachInstanceToCharacter</ref></para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnClip)">
      <param name="obj">MFnClip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kClip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnClip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createSourceClip(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates a source clip node and associates it with this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each animation clip has a single source clip, which defines the startFrame and duration of the clip's animation curves. The startFrame and duration act as a window onto the animation curves, defining the range of animation that is considered part of the clip. After a source clip node is created, it can be passed to a <ref>MFnCharacter</ref> along with the clip animCurves in order to associate the clip with the character.</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceStart">time on clip animCurves that represents clip start </param>
      <param name="sourceDuration">time extent of the clip </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <param name="absolute">whether the clip is absolute (1) or relative (0) </param>
      <param name="postCycle">post cycle for the clip </param>
      <param name="weight">weight for the clip </param>
      <param name="scale">scale for the clip</param>
      <param name="preCycle">pre cycle for the clip </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,System.Double,System.Double,System.Double)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <param name="absolute">whether the clip is absolute (1) or relative (0) </param>
      <param name="postCycle">post cycle for the clip </param>
      <param name="weight">weight for the clip </param>
      <param name="scale">scale for the clip</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,System.Double,System.Double)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <param name="absolute">whether the clip is absolute (1) or relative (0) </param>
      <param name="postCycle">post cycle for the clip </param>
      <param name="weight">weight for the clip </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,System.Double)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <param name="absolute">whether the clip is absolute (1) or relative (0) </param>
      <param name="postCycle">post cycle for the clip </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <param name="absolute">whether the clip is absolute (1) or relative (0) </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.createInstancedClip(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Creates an instance of a clip that will be viewable in the Trax editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid source clip was provided </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceClip">the source clip node </param>
      <param name="start">start frame where the instance will be scheduled </param>
      <param name="dgMod">command modifier used for undo and redo </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.sourceClip()">
      <summary>
        <para>Return the source clip associated with the <ref>MFnClip</ref>'s clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> containing the associated source clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.getMemberAnimCurves(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Return two arrays: the first contains the animCurves associated with this clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The second contains the character member that is driven by this animCurve.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curves">array to store the result curves </param>
      <param name="associatedAttrs">array to store the character members</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.getAbsoluteChannelSettings(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Return an array indicating which channels of the clip are absolute and which are relative. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The length of the array is equal to the members in the character. A value of one in the array indicates absolute and a value of 0 indicates relative.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="absoluteChannels">array to store the result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPoseClip(System.Boolean,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify whether or not this clip node should be tagged as a pose rather than a clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, clip nodes are not poses.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">true, to tag the clip as a pose </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPoseClip(System.Boolean)">
      <summary>
        <para>Specify whether or not this clip node should be tagged as a pose rather than a clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, clip nodes are not poses.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">true, to tag the clip as a pose </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPreCycle(System.Double,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify the pre cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPreCycle(System.Double)">
      <summary>
        <para>Specify the pre cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPostCycle(System.Double,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify the post cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setPostCycle(System.Double)">
      <summary>
        <para>Specify the post cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setCycle(System.Double,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setCycle(System.Double)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cycle">cycle value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setWeight(System.Double,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify a weight value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wt">weight value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setWeight(System.Double)">
      <summary>
        <para>Specify a weight value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wt">weight value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setScale(System.Double,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify a scale value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">scale value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setScale(System.Double)">
      <summary>
        <para>Specify a scale value for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">scale value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setAbsolute(System.Boolean,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="abs">true if absolute, false if relative </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setAbsolute(System.Boolean)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="abs">true if absolute, false if relative </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setEnabled(System.Boolean,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify whether or not the clip is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: should not be called for source clips since the enabled attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val">enable value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setEnabled(System.Boolean)">
      <summary>
        <para>Specify whether or not the clip is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: should not be called for source clips since the enabled attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val">enable value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setStartFrame(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify the start frame for the instanced clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: should not be called for source clips since the start frame attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="start">start frame value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setStartFrame(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Specify the start frame for the instanced clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: should not be called for source clips since the start frame attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="start">start frame value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setSourceData(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify the start frame and duration for the source clip associated with this clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="start">source start frame value </param>
      <param name="duration">source duration value </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setSourceData(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Specify the start frame and duration for the source clip associated with this clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="start">source start frame value </param>
      <param name="duration">source duration value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setTrack(System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Specify the one-based track number for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> clip track value cannot be set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Int32</param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setTrack(System.Int32)">
      <summary>
        <para>Specify the one-based track number for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> clip track value cannot be set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setAbsoluteChannelSettings(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set which channels of the clip are absolute and which are relative. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The length of the specified array should be equal to the number of members in the character. A value of one in the array indicates absolute and a value of 0 indicates relative.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="absoluteChannels">array containing the absolute channels to be set </param>
      <param name="mod">modifier to use when calling this method from commands that support undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.setAbsoluteChannelSettings(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set which channels of the clip are absolute and which are relative. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The length of the specified array should be equal to the number of members in the character. A value of one in the array indicates absolute and a value of 0 indicates relative.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="absoluteChannels">array containing the absolute channels to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_isInstancedClip()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_isPose()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_preCycle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_postCycle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_cycle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_weight()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_scale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_absolute()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_enabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_startFrame()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_sourceStart()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_sourceDuration()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnClip.get_track()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.isInstancedClip">
      <summary>
        <para>Return true or false as to whether the clip node represents the source clip or an instanced clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All clips maintained by the clipScheduler node and visible in the TraX editor are instanced clips. All clips maintained by the clipLibrary node and visible in the Visor are non-instanced clips, also called "Source Clips". Each instanced clip has a corresponding source clip.</para>
        <para>
          <section>
            <para>True or false as to whether the clip is an instanced clip.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.isPose">
      <summary>
        <para>Return true or false as to whether the clip node represents a pose. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True or false as to whether the clip is a pose.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.preCycle">
      <summary>
        <para>Return the value of this clip's pre cycle attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's pre cycle attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify the pre cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.postCycle">
      <summary>
        <para>Return the value of this clip's post cycle attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's post cycle attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify the post cycle value for the clip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.cycle">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>The value of this clip's cycle attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.weight">
      <summary>
        <para>Return the value of this clip's weight attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's weight attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify a weight value for the clip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.scale">
      <summary>
        <para>Return the value of this clip's scale attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's scale attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify a scale value for the clip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.absolute">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>The value of this clip's offset attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.enabled">
      <summary>
        <para>Return the value of this clip's enable attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's enable attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify whether or not the clip is enabled. </para>
      </summary>
      <remarks>
        <para>Note: should not be called for source clips since the enabled attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.startFrame">
      <summary>
        <para>Return the value of this clip's start frame. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of this clip's start frame.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify the start frame for the instanced clip. </para>
      </summary>
      <remarks>
        <para>Note: should not be called for source clips since the start frame attribute is ignored on source clips.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.sourceStart">
      <summary>
        <para>Return the value of the start frame of this clip's source clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The sourceStart and sourceDuration define the region of the animCurve that is treated as the clip.</para>
        <para>
          <section>
            <para>The value of this clip's source start frame.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.sourceDuration">
      <summary>
        <para>Return the value of the start frame of this clip's source duration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The sourceStart and sourceDuration define the region of the animCurve that is treated as the clip.</para>
        <para>
          <section>
            <para>The value of this clip's source duration.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this clip does not have an associated source clip </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnClip.track">
      <summary>
        <para>Return the track number for the clip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Track indices are one-based. If a track index of zero is returned, it indicates that a track has not yet been assigned to the clip.</para>
        <para>
          <section>
            <para>The index of this clip's track</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this clip is a source clip and does not have a track </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this function set does not have a valid clip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specify the one-based track number for the clip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid clip object </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> clip track value cannot be set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter">
      <summary>
        <para>geometry filter function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnGeometryFilter</ref> is the function set for geometry filters, the node that is the base class for deformers. Geometry filter nodes include clusters, ffds, nonlinears, user-defined deformers, sculpts, wires and blendShapes. The purpose of the geometry filter is to connect to the geometry that is deformed. The geometry filter is independent of any algorithm that calculates the deformation.</para>
        <para>This function set provides methods for finding out which geometries are connected to geometry filter nodes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter)">
      <param name="obj">MFnGeometryFilter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kGeometryFilt</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.getInputGeometry(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method returns the input geometry for the deformer by traversing the graph to find upstream shape nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is possible for there to be nodes in between the shape and the deformer so that the returned shape may have a different topology or tweaks then the input data to the deformer. If the actual input geometry data for the deformer is required, this information can be accessed by using <ref>MPlug::getValue()</ref> to query the inputGeometry attribute on the deformer.</para>
        <para>The input geometry is packed into the provided list of MObjects. Each of the MObjects will be a DAG node.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objects">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.getOutputGeometry(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>The output geometry is packed into the provided list of MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each of the MObjects will be a DAG node.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objects">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.inputShapeAtIndex(System.UInt32)">
      <summary>
        <para>Returns the input shape corresponding to the plug index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The input shape corresponding to the plug index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the plug index for the input shape </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.outputShapeAtIndex(System.UInt32)">
      <summary>
        <para>Returns the output shape corresponding to the plug index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The output shape corresponding to the plug index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the plug index for the output shape </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.indexForOutputShape(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns the plug index for the specified output shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The plug index leading to the specified shape</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> shape parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shape">the shape for which the plug index is requested </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.getPathAtIndex(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>The DAG path of the output geometry at the specified plug index is put in the dagPath argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the plug index </param>
      <param name="path">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.indexForGroupId(System.UInt32)">
      <summary>
        <para>Returns the plug index corresponding to the groupId. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This ID can change from one Maya session to another, but it is unique for each Maya session.</para>
        <para>
          <section>
            <para>The plug index corresponding to the groupId</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="groupId">the groupId for the plug index </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.groupIdAtIndex(System.UInt32)">
      <summary>
        <para>Returns the groupId at the specified plug index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The groupId at the specified index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the plug index for which the groupId is requested </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.indexForOutputConnection(System.UInt32)">
      <summary>
        <para>Returns the plug index corresponding to the connection index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The connection index is the index specifying the nth output connection. The plug index (logical index) is the sparse array index used by many of <ref>MFnGeometryFilter</ref>'s methods and in MEL scripts. The connection index is 0-based, hence, the maximum value of the connection index is numOutputs - 1.</para>
        <para>
          <section>
            <para>The plug index corresponding to the connection index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="connectionIndex">the connection index </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.get_numOutputConnections()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.get_deformerSet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.set_envelope(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.get_envelope()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.numOutputConnections">
      <summary>
        <para>Returns the number of output geometries connected to this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is typically equal to the number of input geometries unless an input or output geometry has been deleted, or a connection to an input or output geometry has been broken.</para>
        <para>This method is useful in conjunction with indexForOutputConnection to iterate through the affected objects.</para>
        <para>For example:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>The number of outputs</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.deformerSet">
      <summary>
        <para>Returns the set containing the objects that are deformed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Adding new components to the deformer set will cause them to be deformed. Removing components from the deformer set will prevent them from being influenced by the deformer.</para>
        <para>Note that the wrap deformer and the skinCluster deformers are special cases. They allow only a single object to be deformed per wrap/skinCluster, so adding additional geometries to a wrap or skinCluster node will have no effect.</para>
        <para>
          <section>
            <para>The set containing the objects that are deformed</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnGeometryFilter.envelope">
      <summary>
        <para>Returns the envelope value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The envelope is a global scale factor that is applied to all the values.</para>
        <para>
          <section>
            <para>The envelope value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the envelope value. </para>
      </summary>
      <remarks>
        <para>The envelope is a global scale factor that is applied to all the values.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDagNode">
      <summary>
        <para>DAG Node Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for attaching Function Sets to, querying, and adding children to DAG Nodes. Particularly useful when used in conjunction with the DAG Iterator class (<ref>MItDag</ref>).</para>
        <para>The <ref>MFnDagNode</ref> function set is used to query and set the attributes of nodes in the DAG (Directed Acyclic Graph). The DAG is a graph that describes the hierarchy of the objects in the model. At each level of the hierarchy there is a four by four transformation matrix that affects all of the objects beneath it in the DAG.</para>
        <para>In the DAG, geometry objects (also known as shapes) do not have transformation information associated with them. Only transform nodes have actual transform matrices (see <ref>MFnTransform</ref>).</para>
        <para>Each node that exists in the DAG is also a dependency node that exists in the dependency graph. This makes it possible to control the attributes of a DAG node based on calculations performed by dependency nodes.</para>
        <para>There are two ways to specify a DAG node in Maya. The first is to use an <ref>MObject</ref> handle, which acts as a pointer to a specific node in the DAG. Given only an <ref>MObject</ref>, it is not possible to do world space operations on a DAG node because there may be more than one path through the DAG to any given node. In other words, it is not possible to identify a particular instance only given an <ref>MObject</ref>.</para>
        <para>In many cases it is preferable to use a DAG path (<ref>MDagPath</ref>) to specify a DAG node. A DAG path always refers to a specific instance of an object. This makes it possible to perform unambiguous world space transformations.</para>
        <para>It is also possible to iterate over the nodes in the DAG using a DAG iterator (<ref>MItDag</ref>). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Node Function Set without an attached DAG Node. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Node Function Set without an attached DAG Node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Node Function Set without an attached DAG Node. </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a DAG Node Function Set without an attached DAG Node. </para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.getCPtr(Autodesk.Maya.OpenMaya.MFnDagNode)">
      <param name="obj">MFnDagNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDagNode</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDagNode". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(Autodesk.Maya.OpenMaya.MTypeId,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of the node to be created </param>
      <param name="parent">the parent of the node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of the node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(Autodesk.Maya.OpenMaya.MTypeId,System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of the node to be created </param>
      <param name="name">String</param>
      <param name="parent">the parent of the node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(Autodesk.Maya.OpenMaya.MTypeId,System.String)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type id of the node to be created </param>
      <param name="name">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <param name="parent">the parent of the node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(System.String)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(System.String,System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <param name="name">String</param>
      <param name="parent">the parent of the node to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.create(System.String,System.String)">
      <summary>
        <para>Creates a new DAG node with the given type tag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed into the DAG.</para>
        <para>If a parent is specified, the new node is parented to it, and the new node is returned. If no parent is specified and the new node is a transform, the new node is returned. Otherwise, a transform created and the new node is automatically parented to it. The returned object is the transform, not the new node.</para>
        <para>
          <section>
            <para>A pointer to the new dependency node object or the transform added above it.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent or typeId is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node type is not recognised </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <param name="name">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.parent(System.UInt32)">
      <summary>
        <para>Queries the DAG Node attached to the Function Set for the parent Node corresponding to the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The parent Node for the given index.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed fori (index) - index out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set or failure retrieving parent Node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="i">Index to the parent Node </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.addChild(Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Boolean)">
      <summary>
        <para>Makes the given DAG Node a child of the DAG Node to which this instance of the Function Set is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the child will be added to the end of the child list. If an index is specified, and it is less than or equal to the upper bound, Maya will add the child to the specified index and shift the position of subsequent children onto the next position. If the index is greater than the upper bound, the behavior is undefined.</para>
        <para>By default, the child is removed from its existing parents as a result of this operation. If the flag keepExistingParents is set to true, the child will keep its existing parents and a new instance connection will be created for the new node. Any instanced attributes downstream from the new child will be updated with new instance numbers.</para>
      </remarks>
      <param name="child">The node to be added as child </param>
      <param name="index">The index that the child should be position. Defaulted to MFnDagNode::kNextPos</param>
      <param name="keepExistingParents">Should the child be instanced?</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.addChild(Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Makes the given DAG Node a child of the DAG Node to which this instance of the Function Set is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the child will be added to the end of the child list. If an index is specified, and it is less than or equal to the upper bound, Maya will add the child to the specified index and shift the position of subsequent children onto the next position. If the index is greater than the upper bound, the behavior is undefined.</para>
        <para>By default, the child is removed from its existing parents as a result of this operation. If the flag keepExistingParents is set to true, the child will keep its existing parents and a new instance connection will be created for the new node. Any instanced attributes downstream from the new child will be updated with new instance numbers.</para>
      </remarks>
      <param name="child">The node to be added as child </param>
      <param name="index">The index that the child should be position. Defaulted to MFnDagNode::kNextPos</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.addChild(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Makes the given DAG Node a child of the DAG Node to which this instance of the Function Set is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the child will be added to the end of the child list. If an index is specified, and it is less than or equal to the upper bound, Maya will add the child to the specified index and shift the position of subsequent children onto the next position. If the index is greater than the upper bound, the behavior is undefined.</para>
        <para>By default, the child is removed from its existing parents as a result of this operation. If the flag keepExistingParents is set to true, the child will keep its existing parents and a new instance connection will be created for the new node. Any instanced attributes downstream from the new child will be updated with new instance numbers.</para>
      </remarks>
      <param name="child">The node to be added as child </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.removeChild(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes the given DAG Node from the parent. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once the child is removed, all children at higher indices would shift 1 position to the left.</para>
        <para>If the child being removed is an instance, any instance attributes downstream from the node being removed will be updated with the new instance count.</para>
      </remarks>
      <param name="child">The Node to be removed as child</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.removeChildAt(System.UInt32)">
      <summary>
        <para>Removes the child at the given index from the parent. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once the child is removed, all children at higher indices would shift 1 position to the left.</para>
        <para>If the child being removed is an instance, any instance attributes downstream from the node being removed will be updated with the new instance count.</para>
      </remarks>
      <param name="index">The index of the child.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.child(System.UInt32)">
      <summary>
        <para>Queries the DAG Node attached to the Function Set for the child Node corresponding to the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The child Node for the given index.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed fori (index) - index out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set or failure retrieving child node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="i">Index to the child Node </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.dagRoot()">
      <summary>
        <para>Determines the root of the first DAG Path to the DAG Node attached to the Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The DAG root</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.hasParent(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the given Node is a parent of the DAG Node attached to the Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is a parent, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node - not a DAG Node, Node does not exist or no valid pointer to Node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create working copy of potential parent Node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">Potential parent node </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.hasChild(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the given Node is a child of the DAG Node attached to the Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is a child, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node - not a DAG Node, Node does not exist or no valid pointer to Node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to check </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.isChildOf(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the DAG Node attached to the Function Set is a child of the given node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> is a child, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node - not a DAG Node, Node does not exist or no valid pointer to Node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to check </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.isParentOf(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determines whether or not the DAG Node attached to the Function Set is a parent of the given node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> is a parent, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for node - not a DAG Node, Node does not exist or no valid pointer to Node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to check </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.isInstanced(System.Boolean)">
      <summary>
        <para>Determines whether the DAG Node attached to the Function Set is directly or indirectly instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If indirect instance flag is false, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1).</para>
        <para>If the indirect flag is true, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1) or if the Node is not multiply instanced, but it has a directly instanced parent (node-&gt;<ref>parentCount()</ref>=1 amd parent-&gt;parentCount &gt;1).</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is instanced (directly or indirectly according to indirect instance flag), <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indirect">Indirect instance flag </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.isInstanced()">
      <summary>
        <para>Determines whether the DAG Node attached to the Function Set is directly or indirectly instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If indirect instance flag is false, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1).</para>
        <para>If the indirect flag is true, the result is true if and only if the Node itself is multiply instanced (node-&gt;parentCount &gt; 1) or if the Node is not multiply instanced, but it has a directly instanced parent (node-&gt;<ref>parentCount()</ref>=1 amd parent-&gt;parentCount &gt;1).</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is instanced (directly or indirectly according to indirect instance flag), <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.isInstancedAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if the specified attribute is instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An instanced attribute is an array attribute whose index depends upon which instance of the node is being referred to.</para>
        <para>Attributes are not instanced by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether the attribute is instanced</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> no such attribute on this node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid DAG node object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.instanceCount(System.Boolean)">
      <summary>
        <para>Determines the number of times the Node attached to the Function Set is instanced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If indirect instance flag is false, the number of direct instances is returned.</para>
        <para>If the indirect flag is true, the total number of times the Node is instanced in the DAG above it is returned.</para>
        <para>
          <section>
            <para>Number of instances (direct or indirect according to indirect instance flag).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="total">Indirect instance flag </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.duplicate(System.Boolean,System.Boolean)">
      <summary>
        <para>This method duplicates the DAG hierarchy rooted at the current node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The copy will have the same parent, if any, as the original node.</para>
        <para>If instance is false then a true copy will be made, otherwise a new node will be created which instances the child nodes of the original node. If instance is false then instanceLeaf is ignored.</para>
        <para>If instance is true and instanceLeaf is false then the child nodes of the original node are instanced. If instanceLeaf is true, then the results are similar to a copy, but the leaf level objects are instanced.</para>
        <para>If the function set is initialized without an <ref>MDagPath</ref>, then this method uses the first path to the node. This is only a problem if the node has been instanced, in which case the simple solution is to use an <ref>MDagPath</ref> to initialize the function set.</para>
        <para>
          <section>
            <para>A reference to the newly created node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">Duplicate using instancing if true </param>
      <param name="instanceLeaf">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.duplicate(System.Boolean)">
      <summary>
        <para>This method duplicates the DAG hierarchy rooted at the current node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The copy will have the same parent, if any, as the original node.</para>
        <para>If instance is false then a true copy will be made, otherwise a new node will be created which instances the child nodes of the original node. If instance is false then instanceLeaf is ignored.</para>
        <para>If instance is true and instanceLeaf is false then the child nodes of the original node are instanced. If instanceLeaf is true, then the results are similar to a copy, but the leaf level objects are instanced.</para>
        <para>If the function set is initialized without an <ref>MDagPath</ref>, then this method uses the first path to the node. This is only a problem if the node has been instanced, in which case the simple solution is to use an <ref>MDagPath</ref> to initialize the function set.</para>
        <para>
          <section>
            <para>A reference to the newly created node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">Duplicate using instancing if true </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.duplicate()">
      <summary>
        <para>This method duplicates the DAG hierarchy rooted at the current node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The copy will have the same parent, if any, as the original node.</para>
        <para>If instance is false then a true copy will be made, otherwise a new node will be created which instances the child nodes of the original node. If instance is false then instanceLeaf is ignored.</para>
        <para>If instance is true and instanceLeaf is false then the child nodes of the original node are instanced. If instanceLeaf is true, then the results are similar to a copy, but the leaf level objects are instanced.</para>
        <para>If the function set is initialized without an <ref>MDagPath</ref>, then this method uses the first path to the node. This is only a problem if the node has been instanced, in which case the simple solution is to use an <ref>MDagPath</ref> to initialize the function set.</para>
        <para>
          <section>
            <para>A reference to the newly created node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.getPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns a DAG Path to the DAG Node attached to the Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The difference between this method and the method <em>dagPath</em> below is that this one will not fail if the function set is not attached to a dag path, it will always return <em>a</em> path to the node. <em>dagPath</em> will fail if the function set is not attached to a dag path.</para>
      </remarks>
      <param name="path">The DAG Path that is found (implicit return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.getAllPaths(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Determines all DAG Paths to the DAG Node attached to the Function Set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="paths">Array of all DAG Paths that are found (implicit return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.setUseObjectColor(System.Boolean)">
      <summary>
        <para>Sets whether or not the user defined inactive object color will be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only meaningful for shape or joint nodes (e.g. nurbs curves/surfaces, meshes). It will work for other nodes, but will have no visible effect.</para>
      </remarks>
      <param name="useObjectColor">True means the user defined inactive object color will be used</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.drawOverrideColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Determines the draw override color used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns true if there is a draw override color. Otherwise, returns false and color parameter is not changed.</para>
        <para>
          <section>
            <para>True if a draw override color is used.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="color">The draw override color. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.setObject(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Attaches Function Set to the DAG Node that has the given DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="path">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.setObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attaches Function Set to the DAG Node that has the given DAG Path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.objectGroupComponent(System.UInt32,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="groupId">UInt32</param>
      <param name="arg1">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_parentCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_childCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_inUnderWorld()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_inModel()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.set_isInstanceable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_isInstanceable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_fullPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_partialPathName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_transformationMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.set_isIntermediateObject(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_isIntermediateObject()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.set_objectColor(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_objectColor()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_usingObjectColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_hiliteColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_usingHiliteColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_dormantColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_activeColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_drawOverrideEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_drawOverrideIsReference()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_drawOverrideIsTemplate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_boundingBox()">
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_dagPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDagNode.get_model()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.parentCount">
      <summary>
        <para>Determines the number of parent Nodes of the Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Used to determine the upper bound for the parent index (max index = parentCount-1).</para>
        <para>
          <section>
            <para>Number of parent Nodes.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.childCount">
      <summary>
        <para>Determines the number of child Nodes of the Node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Used to determine the upper bound for the child index (max index = childCount-1).</para>
        <para>
          <section>
            <para>Number of child Nodes.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.inUnderWorld">
      <summary>
        <para>Determines whether or not the DAG Node is an underworld node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(An example of an underworld node is a <em>curve on surface</em>.)</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node is an underworld node, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.inModel">
      <summary>
        <para>Determines whether or not the DAG Node is in the model. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node in the model, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.isInstanceable">
      <summary>
        <para>Returns true if the DAG node can be instanced, and false otherwise. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the DAG node is instanceable, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully queried the DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid DAG node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.fullPathName">
      <summary>
        <para>Return a string representing the full path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The full path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.partialPathName">
      <summary>
        <para>Return a string representing the partial path from the root of the dag to this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The partial path is the minimum path that is still unique. This string may contain wildcards.</para>
        <para>
          <section>
            <para>The partial path name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.transformationMatrix">
      <summary>
        <para>Returns the object space transformation matrix for this DAG node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general, only transform nodes have matrices associated with them. Nodes such as shapes (geometry nodes) do not have transform matrices.</para>
        <para>The identity matrix will be returned if this node does not have a transformation matrix.</para>
        <para>
          <section>
            <para>Object space transformation matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to create working copy of transformation matrix </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.isIntermediateObject">
      <summary>
        <para>Returns true if this object is an intermediate in a geometry calculation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When geometry calculations are performed using dependency nodes, it is sometimes necessary to use intermediate objects. These objects are not draw or rendered. For example, deformers use intermediate geometry during their calculations.</para>
        <para>This method exists to provide a more convenient way of accessing the intermediateObject attribute of DAG nodes.</para>
        <para>
          <section>
            <para>True if this is an intermediate object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.objectColor">
      <summary>
        <para>Determines the index for the current user defined inactive color used by the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid indices are from 0 to 7.</para>
        <para>This method is only meaningful for shape or joint nodes (e.g. nurbs curves/surfaces, meshes). It will work for other nodes, but will have no visible effect.</para>
        <para>
          <section>
            <para>Index for current user defined inactive color (0 - 7)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the index for the current user defined inactive color used by the node. </para>
      </summary>
      <remarks>
        <para>This method is only meaningful for shape or joint nodes (e.g. nurbs curves/surfaces, meshes). It will work for other nodes, but will have no visible effect.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.usingObjectColor">
      <summary>
        <para>Determines whether or not the user defined inactive color will be used for the node, or whether the default inactive color will be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only meaningful for shape or joint nodes (e.g. nurbs curves/surfaces, meshes). It will work for other nodes, but will have no visible effect.</para>
        <para>
          <section>
            <para>True if using the user defined inactive object color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.hiliteColor">
      <summary>
        <para>Determines the current hilite color used by the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current hilite color.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.usingHiliteColor">
      <summary>
        <para>Determines whether or not the hilite color will be used for the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>hilite command sets this flag to true.</para>
        <para>
          <section>
            <para>True if using the hilite color.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.dormantColor">
      <summary>
        <para>Determines the dormant color used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The order to determine the dormant color is: <list type="bullet"><item><para>hilite color if hilite color is used </para></item><item><para>object color if user defined object color is used </para></item><item><para>the dormant color for this kind of dag node</para></item></list><section><para>The dormant color.</para></section><section><para><list type="bullet"><item><para><b><ref>MS::kSuccess</ref></b> Success </para></item><item><para><b><ref>MS::kFailure</ref></b> No valid DAG Node attached to Function Set </para></item></list></para></section></para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.activeColor">
      <summary>
        <para>Determines the active color used by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The active color is the active color for this kind of dag node.</para>
        <para>
          <section>
            <para>The active color.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.drawOverrideEnabled">
      <summary>
        <para>Determines whether or not draw override is turned on for this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if draw override is turned on.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.drawOverrideIsReference">
      <summary>
        <para>Determines whether or not Display Type of the draw override is Reference for this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if Display Type is Reference.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.drawOverrideIsTemplate">
      <summary>
        <para>Determines whether or not Display Type of the draw override is Template for this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if Display Type is Template.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.boundingBox">
      <summary>
        <para>Returns the bounding box for the dag node in object space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The bounding box for the dag node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.dagPath">
      <summary>
        <para>Returns the DagPath to which the Function Set is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The difference between this method and the method <em>getPath</em> above is that this one will fail if the function set is not attached to a dag path. <em>getPath</em> will find a dag path if the function set is not attached to one.</para>
        <para>
          <section>
            <para>An <ref>MDagPath</ref> that references the object to which the Function Set is attached. If the function set is not attached to a dag path an uninitialized <ref>MDagPath</ref> will be returned.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Object Error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDagNode.model">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>The model in which the DAG Node resides.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid DAG Node attached to Function Set or failure retrieving model. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnDagNode.kNextPos" />
    <member name="T:Autodesk.Maya.OpenMaya.MFnTransform">
      <summary>
        <para>Create and access transform nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MFnTransform</ref> function set provides access to transformation DAG nodes called transforms.</para>
        <para>DAG nodes are separated into two types, transforms and geometry nodes. All DAG nodes that are not transform nodes must exist as a child of a transform node. Only transforms provide transformation information. Transforms are also commonly used as parent nodes for the purpose of hierarchical grouping.</para>
        <para>The transformation in the node is represented as a 4x4 transformation matrix. This function set allows access to the whole matrix, or the individual components (eg scale, rotation, shear, etc) of the transformation. The transform node is made up of many components that make up the final transformation matrix. This breakdown provides animators fine control over the animation of these parameters. Therefore, it is necessary to describe the order in which these attributes are applied to build the final matrix attribute.</para>
        <para>A transformation matrix is composed of the following components, all components with units will be in maya's internal units (radians for rotations and centimeters for translations):</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>Scale pivot point</b> point around which scales are performed [Sp] </para>
            </item>
            <item>
              <para>
                <b>Scale</b> scaling about x, y, z axes [S] </para>
            </item>
            <item>
              <para>
                <b>Shear</b> shearing in xy, xz, yx [Sh] </para>
            </item>
            <item>
              <para>
                <b>Scale pivot translation</b> translation introduced to preserve existing scale transformations when moving pivot. This is used to prevent the object from moving when the objects pivot point is not at the origin and a non-unit scale is applied to the object [St]. </para>
            </item>
            <item>
              <para>
                <b>Rotate pivot point</b> point about which rotations are performed [Rp] </para>
            </item>
            <item>
              <para>
                <b>Rotation orientation</b> rotation to orient local rotation space [Ro] </para>
            </item>
            <item>
              <para>
                <b>Rotation</b> rotation [R] </para>
            </item>
            <item>
              <para>
                <b>Rotate pivot translation</b> translation introduced to preserve exisitng rotate transformations when moving pivot. This is used to prevent the object from moving when the objects pivot point is not at the origin and the pivot is moved. [Rt] </para>
            </item>
            <item>
              <para>
                <b>Translate</b> translation in x, y, z axes [T]</para>
            </item>
          </list>
The matrices are post-multiplied in Maya. For example, to transform a point P from object-space to world-space (P') you would need to post-multiply by the worldMatrix. (P' = P x WM)</para>
        <para>The transformation matrix is then constructed as follows:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>where 'x' denotes matrix multiplication and '-1' denotes matrix inversion</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Note that internally the Maya transform does not store the individual component values in matrices. It stores them in the data structure which makes the most sense for that component. For example, translation is stored as a vector. The accessor methods on <ref>MFnTransform</ref> provide the data in their native structure rather than as a matrix.</para>
        <para>Additionally, each transform can save a temporary "rest position" matrix using the setRestPosition method. The rest position is not used internally by Maya. It is exclusively for use from the API as a temporary cache, which can be set and restored within a single Maya session. Note that the rest position is not saved with the scene. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getCPtr(Autodesk.Maya.OpenMaya.MFnTransform)">
      <param name="obj">MFnTransform</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kTransform</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnTransform". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new transformation node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed in the DAG.</para>
        <para>
          <section>
            <para>The newly created transform node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> transform could not be added to DAG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">the parent of the transform to be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.create()">
      <summary>
        <para>Creates a new transformation node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The new node is placed in the DAG.</para>
        <para>
          <section>
            <para>The newly created transform node object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parent is not a DAG node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> transform could not be added to DAG </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.set(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Change this transform to equal the given matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="transform">the matrix to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getScale(System.Double[])">
      <summary>
        <para>Retrieve the scaling component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="scale">Storage for the scale of the transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setScale(System.Double[])">
      <summary>
        <para>Set the scaling component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="scale">The scale of the transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.scaleBy(System.Double[])">
      <summary>
        <para>Relatively scale this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="scale">The ratio by which to scale the transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getShear(System.Double[])">
      <summary>
        <para>Retrieve the shearing component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="scale">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setShear(System.Double[])">
      <summary>
        <para>Set the shearing component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="shear">The shear of the transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.shearBy(System.Double[])">
      <summary>
        <para>Relatively shear this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="shear">The ratio by which to shear the transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="quaternion">the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotationQuaternion(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="x">storage for the x component of the quaternion </param>
      <param name="y">storage for the y component of the quaternion </param>
      <param name="z">storage for the z component of the quaternion </param>
      <param name="w">storage for the w component of the quaternion </param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotationQuaternion(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="x">storage for the x component of the quaternion </param>
      <param name="y">storage for the y component of the quaternion </param>
      <param name="z">storage for the z component of the quaternion </param>
      <param name="w">storage for the w component of the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotationQuaternion(System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="x">x component of the quaternion </param>
      <param name="y">y component of the quaternion </param>
      <param name="z">z component of the quaternion </param>
      <param name="w">w component of the quaternion </param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotationQuaternion(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="x">x component of the quaternion </param>
      <param name="y">y component of the quaternion </param>
      <param name="z">z component of the quaternion </param>
      <param name="w">w component of the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateByQuaternion(System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x">x component of the quaternion </param>
      <param name="y">y component of the quaternion </param>
      <param name="z">z component of the quaternion </param>
      <param name="w">w component of the quaternion </param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateByQuaternion(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x">x component of the quaternion </param>
      <param name="y">y component of the quaternion </param>
      <param name="z">z component of the quaternion </param>
      <param name="w">w component of the quaternion </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotation(System.Double[],System.Int32&amp;)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateBy(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Relatively change the rotation of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the translation component of this transformation in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Translation vector in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid transform space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">transform space in which to get the translation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Change the translation component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vec">MVector</param>
      <param name="space">transform space in which to perform the translation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Relatively change the translation component of this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vec">MVector</param>
      <param name="space">transform space in which to perform the translation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.scalePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot around which the scale is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The pivot will be in centimeters.</para>
        <para>
          <section>
            <para>Scale pivot point in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the pivot </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the pivot around which the scale is applied in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating transformation will be added to the scale pivot translation to to compensate for the new scale pivot.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">new scale pivot in centimeters </param>
      <param name="space">transform space in which to set the scale pivot </param>
      <param name="balance">whether to balance the matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.scalePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the scale pivot translation in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used as a compensation by maya when the user moves the scale pivot, or when the balance flag is set to true in the MfnTransform::setScalePivot method. The scale pivot translation serves as a compensation that allows existing transformations to be preserved when the scale pivot is modified. For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>
          <section>
            <para>Scale pivot translation in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the scale pivot translation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the scale pivot translation in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used internally by maya when the user moves the scale pivot, or when the balance flag is set to true in the MfnTransform::setScalePivot method. It serves as a compensation that allows existing transformations to be preserved when the scale pivot is modified. For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vec">MVector</param>
      <param name="space">transform space in which to set the scale translation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotatePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot about which the rotation is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Rotation pivot point in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the pivot </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the rotate pivot in centimeters about which rotation is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating transformation will be added to the rotate translate pivot to compensate for the pivot modification.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">new rotation pivot in centimeters </param>
      <param name="space">transform space in which to set the pivot </param>
      <param name="balance">whether to balance the matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotatePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the rotate pivot translation in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used internally by maya when the user moves the rotate pivot, or when the balance flag is set to true in the MfnTransform::setRotatePivot method. It serves as a compensation that allows existing transformations to be preserved. For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>
          <section>
            <para>Scale pivot translation in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the pivot translation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the rotate pivot translation in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used internally by maya when the user moves the rotate pivot, or when the balance flag is true in the <ref>MFnTransform::setRotatePivot</ref> method. It serves as a compensation that allows existing transformations to be preserved when the rotate pivot is modified. For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vec">MVector</param>
      <param name="space">transform space in which to set the rotation pivot translation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.rotateOrientation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotation used to orient the local rotation space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>
          <section>
            <para>Rotateorientation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the rotation orientation. This argument is currently ignored. The rotateOrientation is always returned in local space: MSpace::kTransform. </param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the rotation used to orient the local rotation space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For the precise mathematics, refer to the transformation matrix details in the description section of <ref>MFnTransform</ref>.</para>
        <para>If balance if true, then the overall transformation matrix will not change and the rotation will be modified to achieve this.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="quat">new orientation as a quaternion </param>
      <param name="space">transform space in which to set the rotateOrientation. This argument is currently ignored. The rotateOrientation always set in local space: MSpace::kTransform. </param>
      <param name="balance">whether to balance the overall transformation matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,System.Boolean)">
      <summary>
        <para>Change the rotation order for the transform - the order in which the Euler angles are applied to create the end rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="order">the order in which to apply rotations </param>
      <param name="reorder">flag indicating whether or not rotations should be reordered.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.restPosition()">
      <summary>
        <para>Retrieve the saved rest position of this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transformation matrix equivalent to the transform's rest position. This rest position will be identity unless the "setRestPosition" method has been called.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRestPosition(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Change the saved rest position of this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rest position is not used internally by Maya. It is exclusively for use from the API as a temporary cache, which can be set and restored within a single Maya session. Note that the rest position is not saved with the scene.</para>
      </remarks>
      <param name="matrix">the new rest position for this transform</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.resetFromRestPosition()">
      <summary>
        <para>Reset the transform to its rest position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.clearRestPosition()">
      <summary>
        <para>Clear the saved rest position of this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.getRotation(System.Double[],System.Int32&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the rotation component of this transformation as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">output Int32&amp;</param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setRotation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Change the rotation component of this transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kWorld</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.translation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Retrieve the translation component of this transformation in centimeters.</para>
        <para>
          <section>
            <para>Translation vector in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid transform space </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Transform space in which to get the translation. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.isLimited(Autodesk.Maya.OpenMaya.MFnTransform+LimitType)">
      <summary>
        <para>Determine if the specified limit attribute is enabled or disabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True or false, true means the limit is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">type to query limit </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.limitValue(Autodesk.Maya.OpenMaya.MFnTransform+LimitType)">
      <summary>
        <para>Determine the current value of the specified limit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Current value of the specified limit as internal unit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">type to query limit </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.setLimit(Autodesk.Maya.OpenMaya.MFnTransform+LimitType,System.Double)">
      <summary>
        <para>Change the limit value for the specified limit type, and automatically enable the limit to be true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="type">type to apply a limit </param>
      <param name="value">new limit value as internal unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.enableLimit(Autodesk.Maya.OpenMaya.MFnTransform+LimitType,System.Boolean)">
      <summary>
        <para>Enable or disable the limit value for the specified limit type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="type">type to apply a limit </param>
      <param name="flag">true or false to enable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.get_transformation()">
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTransform.get_rotationOrder()">
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnTransform.transformation">
      <summary>
        <para>Retrieve the transformation matrix represented by this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transformation matrix represented by this transform.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnTransform.rotationOrder">
      <summary>
        <para>Returns the rotation order for the transform matrix - the order in which the Euler angles are applied to create the end rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>rotation order</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the rotation order for the transform - the order in which the Euler angles are applied to create the end rotation. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnTransform.LimitType">
      <summary>
        <para>Limit types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnTransform.LimitType">
      <summary>
        <para>Limit types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kScaleMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMinYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kShearMaxYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kRotateMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMinZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnTransform.LimitType.kTranslateMaxZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnHikEffector">
      <summary>
        <para>Full Body IK end effector function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnHikEffector</ref> is the function set for full body ik effectors. An Full Body IK (FBIK/HIK) effector is a special transform that allows users to manipulate a Full Body IK system.</para>
        <para>The methods of the parent class <ref>MFnTransform</ref> used to position the end effector. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnHikEffector)">
      <param name="obj">MFnHikEffector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kHikEffector</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnHikEffector". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new fbik effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">parent DAG node (usually none) </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.create()">
      <summary>
        <para>Creates a new fbik effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle to the new object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.getAuxiliaryEffectors(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns an array of the auxiliary effectors associated with this effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Auxiliary effectors are used by humanIK to act as additional pivots.</para>
      </remarks>
      <param name="effs">the auxiliary effectors for this effector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.set_pivotOffset(Autodesk.Maya.OpenMaya.MVector)">
      <param name="value">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.get_pivotOffset()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.set_effColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.get_effColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.pivotOffset">
      <summary>
        <para>Retrieve the pivot offset of this effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pivot offset vector.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the pivot offset for this effector. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnHikEffector.effColor">
      <summary>
        <para>Retrieve the cached humanIK color of this effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pivot offset vector.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the humanIK color for this effector. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkEffector">
      <summary>
        <para>Inverse kinematics end effector function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnIkEffector</ref> is the function set for inverse kinematic end effectors. An end effector is a point on the skeleton, usually the last bone. When an IK system solves, it is trying to calculate the rotations on the joints necessary to get the end effector to the target point.</para>
        <para>The methods of the parent class <ref>MFnTransform</ref> used to position the end effector. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnIkEffector)">
      <param name="obj">MFnIkEffector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kIkEffector</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnIkEffector". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new end effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For the effector to work properly, it should be given a joint as the parent. It should be given the joint before the last bone.</para>
        <para>
          <section>
            <para>A handle to the new object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">parent DAG node (should be a joint) </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkEffector.create()">
      <summary>
        <para>Creates a new end effector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For the effector to work properly, it should be given a joint as the parent. It should be given the joint before the last bone.</para>
        <para>
          <section>
            <para>A handle to the new object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkHandle">
      <summary>
        <para>Function set for inverse kinematics (IK) handles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the function set for inverse kinematics (IK) handles. An ik handle specifies the joints in a skeleton that are effected by an attached ik solver. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnIkHandle)">
      <param name="obj">MFnIkHandle</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kIkHandle</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnIkHandle". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.create(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Creates a new ik handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The effector and startJoint specify the joint chain controlled by this handle. The effector is the joint that is moved by the handle forcing the solver to recalculate the joint chain.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> A new ik handle was successfully created and added to the dag </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The startJoint or effector are not valid joints </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Not enough memory available to create the new handle </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error occurred adding the new handle to the DAG. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startJoint">a path to the start joint in the joint chain </param>
      <param name="effector">a path to the end-effector (last joint) in the chain </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.getStartJoint(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method will get a dag path to the starting joint of the handle's joint chain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="jointPath">storage for the dag path to the joint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.setStartJoint(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method will set the dag path for the starting joint of the handle's joint chain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The start joint must be on the same skeletal chain as the end effector or this method will fail.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The joint path was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="jointPath">The dag path to the joint that will be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.getEffector(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get a dag path to the end-effector of the handle's joint chain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The effector path was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="effectorPath">Storage for the effector path</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.setEffector(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Set the dag path to the end-effector of the handle's joint chain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The end-effector/joint must be on the same skeletal chain as the start joint or this method will fail.</para>
        <para>The end effector may be specified with a joint or an end-effector. If a joint is used, an end-effector will be created at the same position as the joint and this new end-effector will be used as the end effector.</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The effector path was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="effectorPath">The path for the effector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.setStartJointAndEffector(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method will set the dag path for the starting joint and the end-effector of the handle's joint chain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method must be used when setting the joints for a handle that are in a different skeletal chain then the current one.</para>
        <para>The end effector may be specified with a joint or an end-effector. If a joint is used, an end-effector will be created at the same position as the joint and this new end-effector will be used as the end effector.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The joint and effector paths were successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="jointPath">The dag path to the joint that will be set </param>
      <param name="effectorPath">The path for the effector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.setStickiness(Autodesk.Maya.OpenMayaAnim.MFnIkHandle+Stickiness)">
      <summary>
        <para>Set the stickiness of this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sticky handles are solved when the skeleton is being manipulated interactively. If a character has sticky feet, the solver will attempt to keep them in the same position as the user moves the character's root. If they were not sticky, they would move along with the root.</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The stickiness value was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="stickiness">The stickiness value to be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.setSolver(System.String)">
      <summary>
        <para>Set the solver for this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="solverName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.set_priority(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.get_priority()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.set_stickiness(Autodesk.Maya.OpenMayaAnim.MFnIkHandle+Stickiness)">
      <param name="value">Stickiness</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.get_stickiness()">
      <returns>Returns a Stickiness.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.set_weight(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.get_weight()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.set_poWeight(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.get_poWeight()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.set_solver(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.get_solver()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.priority">
      <summary>
        <para>Get the priority of this handle in case a solution is affected by more than one handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Logically, all handles with a lower number priority are solved before any handles with a higher numbered priority. (All handles of priority 1 are solved before any handles of priority 2 and so on.) Handle priorities must be &gt; 0.</para>
        <para>
          <section>
            <para>The priority of this handle</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The priority was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the priority of this handle in case a solution is affected by more than one handle. </para>
      </summary>
      <remarks>
        <para>Logically, all handles with a lower number priority are solved before any handles with a higher numbered priority. (All handles of priority 1 are solved before any handles of priority 2 and so on.) Handle priorities must be &gt; 0.</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The priority was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.stickiness">
      <summary>
        <para>Get the stickiness of this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sticky handles are solved when the skeleton is being manipulated interactively. If a character has sticky feet, the solver will attempt to keep them in the same position as the user moves the character's root. If they were not sticky, they would move along with the root.</para>
        <para>
          <section>
            <para>The stickiness value for this handle.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The stickiness value was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the stickiness of this handle. </para>
      </summary>
      <remarks>
        <para>Sticky handles are solved when the skeleton is being manipulated interactively. If a character has sticky feet, the solver will attempt to keep them in the same position as the user moves the character's root. If they were not sticky, they would move along with the root.</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The stickiness value was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.weight">
      <summary>
        <para>Get the handles weight in error calculations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The weight only applies when handle goals are in conflict and cannot be solved simultaneously. When this happens, a solution is computed that weights the "distance" from each goal to the solution by the handle's weight and attempts to minimize this value. The weight must be &gt;= 0.</para>
        <para>
          <section>
            <para>The weight value for this handle</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The weight value was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specifies the handles weight in error calculations. </para>
      </summary>
      <remarks>
        <para>The weight only applies when handle goals are in conflict and cannot be solved simultaneously. When this happens, a solution is computed that weights the "distance" from each goal to the solution by the handle's weight and attempts to minimize this value. The weight must be &gt;= 0.</para>
        <para>
          <section>
            <para>
              <b>ReturnStatus</b> Status Code (see below)</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The weight value was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.poWeight">
      <summary>
        <para>Gets the position/orientation weight of a handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to compute the "distance" between the goal position and the end-effector position.</para>
        <para>A positionWeight of 1.0 computes the distance as the distance between positions only and ignores the orientations.</para>
        <para>A positionWeight of 0.0 computes the distance as the distance between the orientations only and ignores the positions.</para>
        <para>A positionWeight of 0.5 attempts to weight the distances equally but cannot actually compute this due to units differences. Because there is no way to add linear units and angular units.</para>
        <para>
          <section>
            <para>The position/orientation weight</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The position/orientation weight was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.solver">
      <summary>
        <para>Returns the solver attached to this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The solver associated with this handle</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The solver for this handle was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the solver for this handle. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness">
      <summary>
        <para>Specifies a handle's stickiness when the skeleton is being manipulated interactively. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kStickyOff">
      <summary>
        <para>Handle will move with skeleton's root. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kStickyOn">
      <summary>
        <para>Handle will try to stay where it is. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kSuperSticky">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness">
      <summary>
        <para>Specifies a handle's stickiness when the skeleton is being manipulated interactively. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kStickyOff">
      <summary>
        <para>Handle will move with skeleton's root. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kStickyOn">
      <summary>
        <para>Handle will try to stay where it is. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkHandle.Stickiness.kSuperSticky">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkJoint">
      <summary>
        <para>Function set for joints. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the function set for joints.</para>
        <para>The transformation matrix for a joint node is below.</para>
        <para>
          <list type="bullet">
            <item>
              <para>matrix = [S] * [RO] * [R] * [JO] * [IS] * [T]</para>
            </item>
          </list>
(where '*' denotes matrix multiplication).</para>
        <para>These matrices are defined as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>[S]</b> : scale </para>
            </item>
            <item>
              <para>
                <b>[RO]</b> : rotateOrient (attribute name is rotateAxis) </para>
            </item>
            <item>
              <para>
                <b>[R]</b> : rotate </para>
            </item>
            <item>
              <para>
                <b>[JO]</b> : jointOrient </para>
            </item>
            <item>
              <para>
                <b>[IS]</b> : parentScaleInverse </para>
            </item>
            <item>
              <para>
                <b>[T]</b> : translate</para>
            </item>
          </list>
The methods to get the value of these matrices are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>[S]</b> : getScale </para>
            </item>
            <item>
              <para>
                <b>[RO]</b> : getScaleOrientation </para>
            </item>
            <item>
              <para>
                <b>[R]</b> : getRotation </para>
            </item>
            <item>
              <para>
                <b>[JO]</b> : getOrientation </para>
            </item>
            <item>
              <para>
                <b>[IS]</b> : (the inverse of the getScale on the parent transformation matrix) </para>
            </item>
            <item>
              <para>
                <b>[T]</b> : translation </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnIkJoint)">
      <param name="obj">MFnIkJoint</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kJoint</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnIkJoint". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new joint in a skeleton. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In maya, skeletons are defined entirely by DAG hierarchy. So, giving the joint you want to attach to as a parent will add this joint to that skeleton.</para>
        <para>
          <section>
            <para>The parent transform of the new joint</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The joint was successfully created and added to the DAG </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Not enough memory available to create the new joint </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error occurred adding the new joint to the DAG. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">the parent object for this in the dag. A value of NULL specifies the world dag node as parent. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.create()">
      <summary>
        <para>Create a new joint in a skeleton. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In maya, skeletons are defined entirely by DAG hierarchy. So, giving the joint you want to attach to as a parent will add this joint to that skeleton.</para>
        <para>
          <section>
            <para>The parent transform of the new joint</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The joint was successfully created and added to the DAG </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Not enough memory available to create the new joint </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error occurred adding the new joint to the DAG. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Get the joint orientation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="quaternion">the quaternion representing the jointOrient</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Set the jointOrient value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="quaternion">the joint orientation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getOrientation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Get the joint orientation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setOrientation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Set the jointOrient value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="rotation">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getOrientation(System.Double[],System.Int32&amp;)">
      <summary>
        <para>Get the joint orientation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setOrientation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Set the jointOrient value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the jointOrient attribute on the joint, which is stored internally as a quaternion. It is different from the rotation orientation defined in the transform node. Modifying the jointOrient changes the coordinate axes, which affects how scaling a joint behaves.</para>
        <para>The matrix equations used to combine the jointOrient with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getScaleOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Get the orientation of the coordinate axes for rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling the <ref>MFnTransform::rotateOrientation</ref> method, and corresponds to the rotateAxis attribute on the joint node.</para>
      </remarks>
      <param name="quaternion">the quaternion into which we will store the rotate orientation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setScaleOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Set the orientation of the coordinate axes for rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling the <ref>MFnTransform::setRotateOrientation</ref> method, and corresponds to the rotateAxis attribute on the joint node. The matrix equations used to combine the rotateAxis with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="quaternion">the rotate orientation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getScaleOrientation(System.Double[],System.Int32&amp;)">
      <summary>
        <para>Get the orientation of the coordinate axes for rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling the <ref>MFnTransform::rotateOrientation</ref> method, and corresponds to the rotateAxis attribute on the joint node.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setScaleOrientation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Set the orientation of the coordinate axes for rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling the <ref>MFnTransform::setRotateOrientation</ref> method, and corresponds to the rotateAxis attribute on the joint node. The matrix equations used to combine the rotateAxis with the other transformation attributes of the joint are described in the description for the <ref>MFnIkJoint</ref> class.</para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getSegmentScale(System.Double[])">
      <summary>
        <para>Get the local space scale values for the joint segment (bone). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling <ref>MFnTransform::getScale</ref>.</para>
      </remarks>
      <param name="scale">Storage for the scale values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setSegmentScale(System.Double[])">
      <summary>
        <para>Set the local space scale values for the joint segment (bone). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to calling Ttransform::setScale.</para>
      </remarks>
      <param name="scale">the new scale values to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getStiffness(System.Double[])">
      <summary>
        <para>Get the stiffness (from 0 to 100.0) for the joint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The stiffness attribute is used by ik solvers to generate a resistance to a joint motion. The higher the stiffness the less it will rotate. Stiffness works in relative sense: it determines the willingness of this joint to rotate with respect to the other joint in the ik chain.</para>
      </remarks>
      <param name="stiffness">storage for the stiffness values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setStiffness(System.Double[])">
      <summary>
        <para>Set the stiffness (from 0 to 100.0) for the joint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The stiffness attribute is used by ik solvers to generate a resistance to a joint motion. The higher the stiffness the less it will rotate. Stiffness works in relative sense: it determines the willingness of this joint to rotate with respect to the other joint in the ik chain.</para>
      </remarks>
      <param name="stiffness">the X, Y, and Z stiffness values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getPreferedAngle(System.Double[])">
      <summary>
        <para>Get the preferred orientation for this joint (in XYZ order) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">the array into which we will store the angles</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setPreferedAngle(System.Double[])">
      <summary>
        <para>Set the preferred orientation for this joint (in XYZ order) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rotation">the array into which we will store the angles</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getDegreesOfFreedom(System.Boolean&amp;,System.Boolean&amp;,System.Boolean&amp;)">
      <summary>
        <para>Get degrees of freedom of this joint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="freeInX">the first degree of freedom </param>
      <param name="freeInY">the second degree of freedom </param>
      <param name="freeInZ">the third degree of freedom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.setDegreesOfFreedom(System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Set the degrees of freedom of this joint by specifying which axes are allowed to rotate. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="freeInX">the first degree of freedom </param>
      <param name="freeInY">the second degree of freedom </param>
      <param name="freeInZ">the third degree of freedom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.getHikJointName(System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the name that the HumanIK solver uses to identify this joint.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. See the version which returns a string.</para>
      </remarks>
      <param name="name">The name used to identify this joint for HumanIK</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampXRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampXRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampYRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampYRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampZRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampZRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampXRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampXRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampYRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampYRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampZRange(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampZRange()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampXStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampXStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampYStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampYStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_minRotateDampZStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_minRotateDampZStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampXStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampXStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampYStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampYStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.set_maxRotateDampZStrength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_maxRotateDampZStrength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.get_hikJointName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampXRange">
      <summary>
        <para>Get the minimum of the damping range in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the minRotateDampXRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the lower boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The minRotateDampRange specifies when the deceleration should start, and the minRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The minimum damping range in X</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the minimum of the damping range in X. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampYRange">
      <summary>
        <para>Get the minimum of the damping range in Y. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the minRotateDampYRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the lower boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The minRotateDampRange specifies when the deceleration should start, and the minRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The minimum damping range in Y</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the minimum of the damping range in Y. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampZRange">
      <summary>
        <para>Get the minimum of the damping range in Z. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the minRotateDampZRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the lower boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The minRotateDampRange specifies when the deceleration should start, and the minRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The minimum damping range in Z</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the minimum of the damping range in Z. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampXRange">
      <summary>
        <para>Get the maximum of the damping range in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the maxRotateDampXRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the upper boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The maxRotateDampRange specifies when the deceleration should start, and the maxRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The maximum of the damping range in X</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping range in X. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampYRange">
      <summary>
        <para>Get the maximum of the damping range in Y. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the maxRotateDampYRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the upper boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The maxRotateDampRange specifies when the deceleration should start, and the maxRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The maximum of the damping range in Y</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping range in Y. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampZRange">
      <summary>
        <para>Get the maximum of the damping range in Z. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This corresponds to the maxRotateDampZRange attribute on the joint.</para>
        <para>The minRotateDampRange and minRotateDampStrength are attributes used by ik to apply resistance to a joint rotation as it approaches the upper boundary of its rotation limits. This functionality allows joint motion to slow down smoothly until the joint reaches its rotation limits instead of stopping abruptly. The maxRotateDampRange specifies when the deceleration should start, and the maxRotateDampStrength defines the rate of deceleration.</para>
        <para>
          <section>
            <para>The maximum of the damping range in Z</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The damping range was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping range in Z. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampXStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping strength in Z. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampYStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping strength in Y. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.minRotateDampZStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the minimum of the damping strength in Z. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampXStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping strength in X. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampYStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping strength in Y. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.maxRotateDampZStrength">
      <summary>
        <para>Get the minimum of the damping strength in X. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the maximum of the damping strength in Z. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.hikJointName">
      <summary>
        <para>Get the name that the HumanIK solver uses to identify this joint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name used to identify this joint for HumanIK</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The name was successfully found </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The joint is not part of a humanIK handle </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kXAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kYAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kZAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kNone">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kXAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kYAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kZAxis">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnIkJoint.Axis.kNone">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnIkSolver">
      <summary>
        <para>Function set for inverse kinematics (IK) solvers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the function set for inverse kinematics (IK) solvers. This function set is used for setting and querying attached ik solvers. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnIkSolver)">
      <param name="obj">MFnIkSolver</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kIkSolver</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnIkSolver". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.set_maxIterations(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.get_maxIterations()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.set_tolerance(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.get_tolerance()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.maxIterations">
      <summary>
        <para>Returns the maximum number of iterations used when solving. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The maximum number of iterations used by this solver when solving</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The maximum number if iterations was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the maximum number of iterations used when solving. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnIkSolver.tolerance">
      <summary>
        <para>Returns the tolerance used when solving. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The tolerance value for this solver</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The tolerance value was successfully returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This function set has not been attached to a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the tolerance used when solving. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta">
      <summary>
        <para>Base function set for keyframe deltas. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Keyframe delta objects are returned via the MAnimMessage::animKeyframeEditedCallback( ... ). They describe atomic changes to keyframes as a result of a curve edit operation. Refer to the documentation in <ref>MAnimMessage</ref> class for further information.</para>
        <para>Base function set for all keyframe delta objects. A keyframe delta object is generated from the <ref>MAnimMessage::addAnimKeyframeEditedCallback</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta)">
      <param name="obj">MFnKeyframeDelta</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDelta</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.keyIndex()">
      <summary>
        <para>The index of this key on the animation curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that when keys are added and then moved in a single action, the delta for the added key may refer to a key that no longer exists. In this case, the index returned related to the add operation will be the index where the key would be if it still existed on the curve. For example, if an animation curve has keys at frames 1 and 10, and a key is added at frame 12 and then moved to frame 11 in a single action, when the callback for the addition is received, the key at frame 12 will no longer exist. In this case, the keyIndex returned will be 3, to indicate that the key would be at index 3 if it existed.
</para>
        <para>
          <section>
            <para>An unsigned int representing the position of the key on the curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> key index is not available for this delta object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.get_paramCurve()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDelta.paramCurve">
      <summary>
        <para>Return the Animation Curve <ref>MObject</ref> that this key belongs to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MObject</ref>, readable by <ref>MFnAnimCurve</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove">
      <summary>
        <para>Function set for the addition or removal keys on a curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Captures the addition or removal of key on a curve. keyIndex(...) will return the index of the key that was added or removed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove)">
      <param name="obj">MFnKeyframeDeltaAddRemove</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaAddRemove</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaAddRemove". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.keyIndex()">
      <summary>
        <para>The index of this key on the animation curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that when keys are added and then moved in a single action, the delta for the added key may refer to a key that no longer exists. In this case, the index returned related to the add operation will be the index where the key would be if it still existed on the curve. For example, if an animation curve has keys at frames 1 and 10, and a key is added at frame 12 and then moved to frame 11 in a single action, when the callback for the addition is received, the key at frame 12 will no longer exist. In this case, the keyIndex returned will be 3, to indicate that the key would be at index 3 if it existed.
</para>
        <para>
          <section>
            <para>An unsigned int representing the position of the key on the curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> key index is not available for this delta object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.get_deltaType()">
      <returns>Returns a DeltaType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.get_value()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.get_time()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.get_replacedValue()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.deltaType">
      <summary>
        <para>Indicates the type of change that this class instance represents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kAdded</b> - a key has been added. </para>
                </item>
                <item>
                  <para>
                    <b>kRemoved</b> - a key has been removed.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.value">
      <summary>
        <para>The value of the key that was added or removed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A double value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.time">
      <summary>
        <para>The time value of the key that was added or removed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MTime</ref> value of the added/removed key.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.replacedValue">
      <summary>
        <para>The value of the key that was replaced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only applicable to the kReplaced operation. Otherwise it will return 0.</para>
        <para>
          <section>
            <para>A double value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType">
      <summary>
        <para>Type of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kAdded">
      <summary>
        <para>Key added. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kRemoved">
      <summary>
        <para>Key removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kReplaced">
      <summary>
        <para>Key replaced. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType">
      <summary>
        <para>Type of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kAdded">
      <summary>
        <para>Key added. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kRemoved">
      <summary>
        <para>Key removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaAddRemove.DeltaType.kReplaced">
      <summary>
        <para>Key replaced. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove">
      <summary>
        <para>Function set for block add or removal of keys. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Certain keyframe editing operations work on group of keys rather than an single key. These operations require this function set to retrieve changes.</para>
        <para>Function set for reading a block of keyframe changes. They are used internally to set a large group of keys quickly. Because changes occur in groups using base class keyframe methods on this derived class do not make sense. Therefore, methods describing where the block of keys were added or removed are available though methods on this class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove)">
      <param name="obj">MFnKeyframeDeltaBlockAddRemove</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaBlockAddRemove</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaBlockAddRemove". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.getValues(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Returns the values of all keys involved in the group add or remove. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="values">MDoubleArray to store values. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.getTimes(Autodesk.Maya.OpenMaya.MTimeArray)">
      <summary>
        <para>Returns the times of all keys involved in the group add or remove. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="times">MTimeArray to store all time values. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.get_deltaType()">
      <returns>Returns a DeltaType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.get_startTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.get_endTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.get_numKeys()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.deltaType">
      <summary>
        <para>Indicates the type of change, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>keys added or removed, that this class instance represents.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kAdded</b> - a block of keys were added. </para>
                </item>
                <item>
                  <para>
                    <b>kRemoved</b> - a block of keys were removed.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.startTime">
      <summary>
        <para>An <ref>MTime</ref> value indicating the start time of the add/remove. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.endTime">
      <summary>
        <para>Returns an <ref>MTime</ref> value indicating the endTime of the add/remove. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value indicating the end of the add/remove.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.numKeys">
      <summary>
        <para>Total number of keys involved in this add or remove operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType">
      <summary>
        <para>Type of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType.kAdded">
      <summary>
        <para>Keys were added. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType.kRemoved">
      <summary>
        <para>Keys were removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType">
      <summary>
        <para>Type of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType.kAdded">
      <summary>
        <para>Key added. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBlockAddRemove.DeltaType.kRemoved">
      <summary>
        <para>Key removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown">
      <summary>
        <para>Function set for changes in a key's breakdown state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Delta keyframe object for changes in breakdown state of a key. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown)">
      <param name="obj">MFnKeyframeDeltaBreakdown</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaBreakdown</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaBreakdown". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.get_wasBreakdown()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.get_isBreakdown()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.wasBreakdown">
      <summary>
        <para>Returns the previous breakdown state of the key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will return false if the key was converted to a breakdown key.</para>
        <para>
          <section>
            <para>true or false depending on the key's breakdown state.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaBreakdown.isBreakdown">
      <summary>
        <para>Returns the current breakdown state of the key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will return true if the key was converted to a breakdown key.</para>
        <para>
          <section>
            <para>true or false depending on the key's breakdown state.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType">
      <summary>
        <para>Function set for changes in pre or post infinity type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This delta object represents changes in the pre-infinity or post-infinity type of the animation curve. Pre-infinity and post-infinity types are specific to animation curves and do not have a corresponding key associated with them. It is, therefore, invalid to have a keyframe associated with a <ref>MFnKeyframeDeltaInfType</ref>. To determine if this class represents a change to pre or post infinity use the method isPreInfinity on this class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType)">
      <param name="obj">MFnKeyframeDeltaInfType</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaInfType</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaInfType". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.get_previousInfinityType()">
      <returns>Returns a InfinityType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.get_currentInfinityType()">
      <returns>Returns a InfinityType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.get_isPreInfinity()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.previousInfinityType">
      <summary>
        <para>The previous infinity type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>The previous infinityType for the curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.currentInfinityType">
      <summary>
        <para>The current infinity type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>The current InfinityType for the curve</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaInfType.isPreInfinity">
      <summary>
        <para>This class can describe changes to both the pre-infinity and post-infinity this method allows the API user to figure out which type this class represents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>
              <b>true</b> if this class encapsulates changes to the pre-infinity type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove">
      <summary>
        <para>Function set for change in keyframe value or time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set is used for keyframe deltas of type <ref>MFn::kKeyframeDeltaMove</ref>. These keyframe deltas are generated from 'move' events. For example, the user drags or scales a key from one position to another. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove)">
      <param name="obj">MFnKeyframeDeltaMove</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaMove</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaMove". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.keyIndex()">
      <summary>
        <para>The current index value of this key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An unsigned value representing the current index of this key on the curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.get_previousTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.get_currentTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.get_previousValue()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.get_currentValue()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.get_previousIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.previousTime">
      <summary>
        <para>The previous time value of this key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MTime</ref> containing the previous time of this key.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.currentTime">
      <summary>
        <para>The current/current time value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MTime</ref> containing the current time of this key.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.previousValue">
      <summary>
        <para>The previous value of the key prior to the change. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value corresponds to the units of the animation curve.</para>
        <para>
          <section>
            <para>A double representing the previous value of the key.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.currentValue">
      <summary>
        <para>The current value of the key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value corresponds to the units of the animation curve.</para>
        <para>
          <section>
            <para>A double representing the current value of the key.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaMove.previousIndex">
      <summary>
        <para>The previous index value of this key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a key has been moved over another key then you can use this previous index to figure out where the key was moved from.</para>
        <para>
          <section>
            <para>An unsigned value representing the previous index of this key on the curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale">
      <summary>
        <para>Function set for scaling in time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set is used for keyframe deltas of type <ref>MFn::kKeyframeDeltaScale</ref>. These deltas are generated from scaling events. Particularly scaling on the time axis. Changes in value are recorded as a <ref>MFnKeyframeDeltaMove</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale)">
      <param name="obj">MFnKeyframeDeltaScale</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaScale</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaScale". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.get_startTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.get_endTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.get_currentStartTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.get_currentEndTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.get_pivotTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.startTime">
      <summary>
        <para>The start time of the scaling block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.endTime">
      <summary>
        <para>The end time of the scaling block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.currentStartTime">
      <summary>
        <para>The current scale time (after scaling has been performed). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.currentEndTime">
      <summary>
        <para>The current end time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaScale.pivotTime">
      <summary>
        <para>The pivot point of the scale (in time). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MTime</ref> value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent">
      <summary>
        <para>Function set for changes to a key's tangent. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A <ref>MFnKeyframeDeltaTangent</ref> function allows API programmers to read changes in keyframe tangent values. It captures changes in tangent type, as well as, changes in tangent time/value pair.</para>
        <para>MFnKeyframeDeltaTangents are generated by a <ref>MAnimMessage::addAnimKeyframeEditedCallback</ref>. Because a key's tangent may be unbroken. It is possible to receive to <ref>MFnKeyframeDeltaTangent</ref> values per key &amp;ndash; one for the incoming tangent and one for the outgoing tangent. The API programmer should use the isInTangent method to determine if the tangent change affects the in-bound tangent or out-bound tangent. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent)">
      <param name="obj">MFnKeyframeDeltaTangent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaTangent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaTangent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.getPreviousPosition(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the values of the previous time/value position of the tangent for this key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MStatus</ref> based on the success or failure of the method.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">The x component of the position. </param>
      <param name="y">The y component of the position.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.getCurrentPosition(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the values of the current time/value position of the tangent for this key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MStatus</ref> based on the success or failure of the method.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">The x component of the position. </param>
      <param name="y">The y component of the position.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.get_previousTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.get_currentTangentType()">
      <returns>Returns a TangentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.get_isInTangent()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.previousTangentType">
      <summary>
        <para>Returns the previous tangent type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The previous tangent type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.currentTangentType">
      <summary>
        <para>Returns the current tangent type that the key represents. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current tangent type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaTangent.isInTangent">
      <summary>
        <para>Key's have two tangents, in-bound and out-bound. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A MFnKeyframeTangent object can created once for each tangent. Use this method to determine which tangent was modified.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if the incoming tangent was modified. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if the outgoing tangent was modified.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted">
      <summary>
        <para>Function set for changes in a key's weighted state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Delta keyframe object for changes in weighted state of a key. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted)">
      <param name="obj">MFnKeyframeDeltaWeighted</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kKeyframeDeltaWeighted</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnKeyframeDeltaWeighted". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.get_wasWeighted()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnKeyframeDeltaWeighted.wasWeighted">
      <summary>
        <para>Returns true if the key had weighted tangent, but it is not currently. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true or false depending on the key's weight status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnLattice">
      <summary>
        <para>Lattice function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnLattice</ref> is the function set for lattice shapes and lattice geometry. It can be used on lattices in the DAG or on lattice geometry from a dependency node attribute.</para>
        <para>Lattices are most commonly used for specifying FFDs (free-form deformations). See <ref>MFnLatticeDeformer</ref> for more information on those.</para>
        <para>
          <ref>MFnLatticeData</ref> can be used to create new lattice data objects for use with dependency node attributes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnLattice)">
      <param name="obj">MFnLattice</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLattice</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLattice". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.create(System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be used to create either a new lattice shape in the DAG, or to place new lattice geometry into a dependency graph lattice data object. Lattice data objects can be created with <ref>MFnLatticeData</ref> or can be obtained from an <ref>MDataHandle</ref> in the compute method of a dependency node.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new lattice.</para>
        <para>If parentOrOwner is a kLatticeData data wrapper (e.g. as returned by <ref>MFnLatticeData::create</ref>) then a new kLattice object will be created and placed inside the wrapper. No nodes will be created and the method will return the kLattice object.</para>
        <para>If parentOrOwner is NULL then new lattice and transform nodes will be created and added to the DAG, with the lattice parented under the transform. The method will return the transform node.</para>
        <para>If parentOrOwner is a DAG node then a new lattice node will be created and parented under that DAG node. The method will return the lattice node.</para>
        <para>
          <section>
            <para>A handle to the new lattice data, lattice node or transform node. See the discussion of the <em>parentOrOwner</em> parameter above for more details.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Unexpected failure. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="xDiv">Lattice divisions in x (must be at least 2). </param>
      <param name="yDiv">Lattice divisions in y (must be at least 2). </param>
      <param name="zDiv">Lattice divisions in z (must be at least 2). </param>
      <param name="parentOrOwner">Parent node or data wrapper. See discussion above. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.create(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Create a new lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be used to create either a new lattice shape in the DAG, or to place new lattice geometry into a dependency graph lattice data object. Lattice data objects can be created with <ref>MFnLatticeData</ref> or can be obtained from an <ref>MDataHandle</ref> in the compute method of a dependency node.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new lattice.</para>
        <para>If parentOrOwner is a kLatticeData data wrapper (e.g. as returned by <ref>MFnLatticeData::create</ref>) then a new kLattice object will be created and placed inside the wrapper. No nodes will be created and the method will return the kLattice object.</para>
        <para>If parentOrOwner is NULL then new lattice and transform nodes will be created and added to the DAG, with the lattice parented under the transform. The method will return the transform node.</para>
        <para>If parentOrOwner is a DAG node then a new lattice node will be created and parented under that DAG node. The method will return the lattice node.</para>
        <para>
          <section>
            <para>A handle to the new lattice data, lattice node or transform node. See the discussion of the <em>parentOrOwner</em> parameter above for more details.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Unexpected failure. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="xDiv">Lattice divisions in x (must be at least 2). </param>
      <param name="yDiv">Lattice divisions in y (must be at least 2). </param>
      <param name="zDiv">Lattice divisions in z (must be at least 2). </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.reset(System.Double,System.Double,System.Double)">
      <summary>
        <para>Reset the lattice points to a uniform parallelipiped shape with the specified dimensions: sSize x tSize x uSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sSize">size in s dimension </param>
      <param name="tSize">size in t dimension </param>
      <param name="uSize">size in u dimension</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.reset(System.Double,System.Double)">
      <summary>
        <para>Reset the lattice points to a uniform parallelipiped shape with the specified dimensions: sSize x tSize x uSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sSize">size in s dimension </param>
      <param name="tSize">size in t dimension </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.reset(System.Double)">
      <summary>
        <para>Reset the lattice points to a uniform parallelipiped shape with the specified dimensions: sSize x tSize x uSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sSize">size in s dimension </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.reset()">
      <summary>
        <para>Reset the lattice points to a uniform parallelipiped shape with the specified dimensions: sSize x tSize x uSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.getDivisions(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Get the number of divisions in the lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="s">divisions in s dimension </param>
      <param name="t">divisions in t dimension </param>
      <param name="u">divisions in u dimension</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.setDivisions(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the number of divisions in the lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="s">divisions in s dimension </param>
      <param name="t">divisions in t dimension </param>
      <param name="u">divisions in u dimension</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLattice.point(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Returns the point in the lattice that is at the given indices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> an index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="s">s index </param>
      <param name="t">t index </param>
      <param name="u">u index </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer">
      <summary>
        <para>FFD lattice deformer function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnLatticeDeformer</ref> is the function set for lattice deformers. Lattice deformers use FFDs to deform geometry.</para>
        <para>The lattice deformer is actually a small network of dependency nodes in the dependency graph. This function set is provided to make manipulation of the network easier. The main deformer node should be given to this function set as its object.</para>
        <para>There are two lattices associated with a lattice deformer. There is a base lattice that defines the start position for the lattice. The second lattice is the version that is modified to deform the geometry. The difference between the two lattices defines the deformation that is applied to the geometry.</para>
        <para>The base lattice is a very simple shape that only defines a box in space. The base lattice should be modified by using the standard DAG transformation support. The second deformable lattice has geometry that can be modified using the <ref>MFnLattice</ref> function set.</para>
        <para>For a piece of geometry to be modified by this deformer, the geometry must be attached to the deformer (use addGeometry method) and the geometry must be contained within the base lattice. The resetLattice method can be used to make the lattice resize to the bounding box of the attached geometry. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer)">
      <param name="obj">MFnLatticeDeformer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kFFD</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLatticeDeformer". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.create(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Creates a new lattice deformer with the given number of divisions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new lattice node.</para>
        <para>
          <section>
            <para>Returns a handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="xDiv">number of divisions in x (must be at least 2) </param>
      <param name="yDiv">number of divisions in y (must be at least 2) </param>
      <param name="zDiv">number of divisions in z (must be at least 2) </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.addGeometry(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a piece of geometry to the deformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After adding new geometry to the deformation, one must make sure that the new geometry is contained within the base lattice for the deformation to affect it. The easiest way to do this is to reset the deformation with the flag that causes it to expand the base lattice to the bounding box of all of the contained geometry.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition of geometry failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.removeGeometry(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes a piece of geometry from the deformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition of geometry failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.getAffectedGeometry(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>The geometry affected by this deformer is packed into the provided list of MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each of the MObjects will be a DAG node that has geometry.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objects">storage for the returned array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.getDivisions(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Retrieve the number of divisions in each of the X, Y, and Z directions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The number of divisions specifies the resolution of the lattice.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">a reference parameter that on return contains the number of divisions in the X direction </param>
      <param name="y">a reference parameter that on return contains the number of divisions in the Y direction </param>
      <param name="z">a reference parameter that on return contains the number of divisions in the Z direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.setDivisions(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the number of divisions in each of the X, Y, and Z directions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The number of divisions specifies the resolution of the lattice.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">number of divisions in the X direction </param>
      <param name="y">number of divisions in the Y direction </param>
      <param name="z">number of divisions in the Z direction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.resetLattice(System.Boolean)">
      <summary>
        <para>This method resets the deformed lattice to match the base lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The center option will resize the lattice to be the bounding box of all contained geometry. If instanced objects are being deformed, then then centering option will take the first instance found. So, it is possible to get unexpected results when centering around instanced objects.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object or there was an unexpected error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="centerLattice">whether to center the lattice</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.resetLattice()">
      <summary>
        <para>This method resets the deformed lattice to match the base lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The center option will resize the lattice to be the bounding box of all contained geometry. If instanced objects are being deformed, then then centering option will take the first instance found. So, it is possible to get unexpected results when centering around instanced objects.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object or there was an unexpected error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.deformLattice()">
      <summary>
        <para>This returns the deformed version of the lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The deformed lattice is a shape in the DAG and should be modified using the <ref>MFnLattice</ref> function set.</para>
        <para>
          <section>
            <para>Handle for the deformed lattice shape</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object or there was an unexpected error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnLatticeDeformer.baseLattice()">
      <summary>
        <para>This returns the base version of the lattice that describes the region of space deformed by the lattice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned base lattice is a shape in the DAG and can be accessed using the <ref>MFnDagNode</ref> function set.</para>
        <para>
          <section>
            <para>Handle for the base lattice shape</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object or there was an unexpected error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnMotionPath">
      <summary>
        <para>Motion path animation function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used for constructing and manipulating motion path animation.</para>
        <para>Motion path animation requires a curve (or surface) and one or more other objects. During the animation, the objects will be moved along the curve.</para>
        <para>Setting "follow" for the motion path aligns the object(s) local axis to the tangent of the motion path. Banking can also be applied to objects.</para>
        <para>Motion path markers are points along the path where the orientation and position for the object(s) travelling along the path can be specified. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnMotionPath)">
      <param name="obj">MFnMotionPath</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMotionPath</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMotionPath". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.create(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Create a new motion path dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a motion path node is created, the following defaults are set: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The new motion path node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathObject">the curve, surface, or curve-on-surface to use as the object path </param>
      <param name="objectToAnimate">the object that will follow the motion path </param>
      <param name="timeStart">the time at which to start the animation </param>
      <param name="timeEnd">the time at which to end the animation </param>
      <param name="modifier">this object will hold the undo information </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.create(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Create a new motion path dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a motion path node is created, the following defaults are set: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The new motion path node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathObject">the curve, surface, or curve-on-surface to use as the object path </param>
      <param name="objectToAnimate">the object that will follow the motion path </param>
      <param name="timeStart">the time at which to start the animation </param>
      <param name="timeEnd">the time at which to end the animation </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setPathObject(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set the curve or surface for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All animated objects for this motion path will follow the new path that is specified.</para>
      </remarks>
      <param name="pathObject">The curve (or surface) that will be the motion path </param>
      <param name="modifier">The object that will hold the undo information</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setPathObject(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Set the curve or surface for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All animated objects for this motion path will follow the new path that is specified.</para>
      </remarks>
      <param name="pathObject">The curve (or surface) that will be the motion path </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.pathObject()">
      <summary>
        <para>Return a dag path to the motion path object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The motion path object is the curve/surface that animated objects of this node will move along.</para>
        <para>
          <section>
            <para>The dag path of the motion path object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.addAnimatedObject(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Add an object to be animated along this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="objectToAnimate">A DAG path to the animated object </param>
      <param name="modifier">The object that will hold the undo information</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.addAnimatedObject(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Add an object to be animated along this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="objectToAnimate">A DAG path to the animated object </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.getAnimatedObjects(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Returns an array of dag paths to the animated objects for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="array">Storage for the dag paths.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setFollow(System.Boolean,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Setting follow on will cause the animated object(s) local axis to be aligned with the tangent of the motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default alignment axis is Y.</para>
      </remarks>
      <param name="on">Specifies whether follow is activated for this motion path </param>
      <param name="modifier">The object that will hold the undo information</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setFollow(System.Boolean)">
      <summary>
        <para>Setting follow on will cause the animated object(s) local axis to be aligned with the tangent of the motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default alignment axis is Y.</para>
      </remarks>
      <param name="on">Specifies whether follow is activated for this motion path </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setFollowAxis(Autodesk.Maya.OpenMayaAnim.MFnMotionPath+Axis)">
      <summary>
        <para>Sets the axis of the animated object that will follow the motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Possible alignment parameters are <em>kXaxis</em>, <em>kYaxiz</em>, or <em>kZaxis</em>.</para>
      </remarks>
      <param name="axis">Object axis to align with motion path tangent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.setUpAxis(Autodesk.Maya.OpenMayaAnim.MFnMotionPath+Axis)">
      <summary>
        <para>Set the up-axis for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="axis">Axis to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.numPositionMarkers()">
      <summary>
        <para>Returns the number of position markers on this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of markers</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.getPositionMarker(System.UInt32)">
      <summary>
        <para>Gets the position marker where markerNum is the order in which the marker was created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position marker</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">UInt32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.numOrientationMarkers()">
      <summary>
        <para>Returns the number of orientation markers on this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of markers</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.getOrientationMarker(System.UInt32)">
      <summary>
        <para>Gets the orientation marker where markerNum is the order in which the marker was created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The orientation marker</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">UInt32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_follow()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_followAxis(Autodesk.Maya.OpenMayaAnim.MFnMotionPath+Axis)">
      <param name="value">Axis</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_followAxis()">
      <returns>Returns a Axis.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_upAxis(Autodesk.Maya.OpenMayaAnim.MFnMotionPath+Axis)">
      <param name="value">Axis</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_upAxis()">
      <returns>Returns a Axis.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_bank(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_bank()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_bankScale(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_bankScale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_bankThreshold(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_bankThreshold()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_useNormal(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_useNormal()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_inverseNormal(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_inverseNormal()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_uStart(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_uStart()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_uEnd(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_uEnd()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_uTimeStart(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_uTimeStart()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.set_uTimeEnd(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.get_uTimeEnd()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.follow">
      <summary>
        <para>Determines whether follow is set for this motion path node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Follow is turned on </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Follow is turned off</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Setting follow on will cause the animated object(s) local axis to be aligned with the tangent of the motion path. </para>
      </summary>
      <remarks>
        <para>The default alignment axis is Y.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.followAxis">
      <summary>
        <para>Return the follow axis for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The follow axis.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the axis of the animated object that will follow the motion path. </para>
      </summary>
      <remarks>
        <para>Possible alignment parameters are <em>kXaxis</em>, <em>kYaxiz</em>, or <em>kZaxis</em>.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.upAxis">
      <summary>
        <para>Return the up-axis for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The up-axis for this motion path</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the up-axis for this motion path. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.bank">
      <summary>
        <para>Determines whether bank has been enabled for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Bank is enabled </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Bank is disabled</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.bankScale">
      <summary>
        <para>Return the bank scale for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The bank scale.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the bank scale for this motion path. </para>
      </summary>
      <remarks>
        <para>If the computed bank angles are not large enough, the user can specify the bankScale to amplify them. The default value is 1.</para>
        <para>Positive bankScale produces inward bank angle, negative bankScale produces outward bank angle.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.bankThreshold">
      <summary>
        <para>Return the bank threshold for this motion path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The bank threshold is used to specify the maximum bank angle. The default value is 90 degrees.</para>
        <para>
          <section>
            <para>The bank threshold.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the bank threshold for this motion path. </para>
      </summary>
      <remarks>
        <para>The bank threshold is used to specify the maximum bank angle. The default value is 90 degrees.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.useNormal">
      <summary>
        <para>Determines whether the up-axis of the animated object for this motion path is aligned with the normal vector of the path geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Normal vector is used for object alignment. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Normal vector is not used for object alignment.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>If <b>true</b>, enables alignment of the up axis of the animated object to the normal vector of the path geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.inverseNormal">
      <summary>
        <para>Determines whether the up-axis of the animated object for this motion path is aligned to the opposite direction of the normal vector of the path geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Inverse normal vector is used for object alignment. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Inverse normal vector is not used for object alignment.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>If <b>true</b>, enable alignment of the up axis of the moving object(s) to the opposite direction of the normal vector of the path geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.uStart">
      <summary>
        <para>Returns the starting value of the u parameterization for the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The starting value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the starting value of the u parameterization for the animation. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.uEnd">
      <summary>
        <para>Returns the end value of the u parameterization for the animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The end value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the end value of the u parameterization for the animation. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.uTimeStart">
      <summary>
        <para>Returns the start time of the animation for the u parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The starting time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the starting time of the animation for the u parameter. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.uTimeEnd">
      <summary>
        <para>Returns the end time of the animation for the u parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The end time</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Member was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the end time of the animation for the u parameter. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Axis">
      <summary>
        <para>Available axes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Axis.kXaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Axis.kYaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Axis.kZaxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnMotionPath.Axis">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster">
      <summary>
        <para>skinCluster function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnSkinCluster</ref> is the function set for skinClusters. SkinCluster nodes are created during a smooth bindSkin. The purpose of the skinCluster is to store a weight per influence object for each component of each geometry that is deformed. Influence objects can be joints or any transform.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored.</para>
        <para>This function set provides methods for getting and setting weights on skin cluster nodes. It parent class, <ref>MFnGeometryFilter</ref> provides methods for accessing the skin cluster's input and output geometry. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnSkinCluster)">
      <param name="obj">MFnSkinCluster</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSkinClusterFilter</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Gets the skinCluster weights for the influence object for the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if some of components are not deformed by the skinCluster, zeros will be returned as the weights. For example, on periodic nurbs surfaces, some of the cvs enforce the periodicity of the surface. There is no weight data for these components. They do not get deformed since their position is automatically maintained by the nurb so that the periodicity of the surface will not be lost. Zeros will be returned for such components.</para>
        <para>The influence object is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>The length of the returned array will be equal to the number of specified components. The values in the returned array will be ordered in the same order as the input components.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster, or invalid influenceIndex was specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to return weights for </param>
      <param name="influenceIndex">physical index of influence object </param>
      <param name="weights">weight values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32&amp;)">
      <summary>
        <para>Gets the skinCluster weights for the influence object for the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if some of components are not deformed by the skinCluster, zeros will be returned as the weights. For example, on periodic nurbs surfaces, some of the cvs enforce the periodicity of the surface. There is no weight data for these components. They do not get deformed since their position is automatically maintained by the nurb so that the periodicity of the surface will not be lost. Zeros will be returned for such components.</para>
        <para>The influence object is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>The length of the returned array will be equal to the number of specified components. The values in the returned array will be ordered in the same order as the input components.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster, or invalid influenceIndex was specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to return weights for </param>
      <param name="weights">weight values</param>
      <param name="influenceCount">UInt32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Gets the skinCluster weights for the influence object for the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if some of components are not deformed by the skinCluster, zeros will be returned as the weights. For example, on periodic nurbs surfaces, some of the cvs enforce the periodicity of the surface. There is no weight data for these components. They do not get deformed since their position is automatically maintained by the nurb so that the periodicity of the surface will not be lost. Zeros will be returned for such components.</para>
        <para>The influence object is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>The length of the returned array will be equal to the number of specified components. The values in the returned array will be ordered in the same order as the input components.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster, or invalid influenceIndex was specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to return weights for </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="weights">weight values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Double,System.Boolean,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
      <param name="oldValues">previous weight values, for undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Double,System.Boolean)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Double)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MDoubleArray</param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
      <param name="oldValues">previous weight values, for undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MDoubleArray</param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getPointsAffectedByInfluence(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>During deformation, the skinCluster algorithm is applied for a given influence object on all points in the deformer's set whose weights are non-zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method allows the user to query the non-zero weights for a particular influence object.</para>
        <para>Returns a selection list containing the dag path and the components that are affected by the specified influence object. To retrieve the components from the returned <ref>MSelectionList</ref>, use <ref>MSelectionList::getDagPath</ref>. Also returns the corresponding weights for the components. If no components are weighted for a specified influence, the resulting selection list will be empty.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed, or path is not an influence object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path of the influence object </param>
      <param name="result">selection list of components affected by the influence object for this skinCluster (return) </param>
      <param name="weights">weights for the affected components (return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.indexForInfluenceObject(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns the logical index of the matrix array attribute where the specified influence object is attached. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The logical index of the influence object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed, or transform is not an influence object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.influenceObjects(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Returns an array of paths to the influence objects for the skinCluster. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of influence objects</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paths">influence objects </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Gets the skinCluster weights for the influence object for the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if some of components are not deformed by the skinCluster, zeros will be returned as the weights. For example, on periodic nurbs surfaces, some of the cvs enforce the periodicity of the surface. There is no weight data for these components. They do not get deformed since their position is automatically maintained by the nurb so that the periodicity of the surface will not be lost. Zeros will be returned for such components.</para>
        <para>The influence object is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>The length of the returned array will be equal to the number of specified components. The values in the returned array will be ordered in the same order as the input components.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster, or invalid influenceIndex was specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to return weights for </param>
      <param name="influenceIndex">physical index of influence object </param>
      <param name="weights">weight values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray,System.UInt32&amp;)">
      <summary>
        <para>Gets the skinCluster weights for the influence object for the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if some of components are not deformed by the skinCluster, zeros will be returned as the weights. For example, on periodic nurbs surfaces, some of the cvs enforce the periodicity of the surface. There is no weight data for these components. They do not get deformed since their position is automatically maintained by the nurb so that the periodicity of the surface will not be lost. Zeros will be returned for such components.</para>
        <para>The influence object is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>The length of the returned array will be equal to the number of specified components. The values in the returned array will be ordered in the same order as the input components.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster, or invalid influenceIndex was specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to return weights for </param>
      <param name="weights">weight values</param>
      <param name="influenceCount">UInt32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
      <param name="oldValues">previous weight values, for undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Single,System.Boolean)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Single)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="jointIndex">UInt32</param>
      <param name="value">weight value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,System.Boolean,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MFloatArray</param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
      <param name="oldValues">previous weight values, for undo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,System.Boolean)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MFloatArray</param>
      <param name="normalize">whether or not to normalize weights on other influence objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the skinCluster weight for the influence object on the specified components of the object whose dagPath is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The influence is specified using the physical (non-sparse) index of the influence object. This corresponds to the order the influences are returned by the influenceObjects method.</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo. The number of oldValues returned will be of size number of specified components x the total number of influence objects. The values in the oldValues array will be ordered with first the all the values for the first component, then all the values for the next, and so on.</para>
        <para>Note that unlike most deformers, a skinCluster node can deform only a single geometry. Therefore, if additional geometries are added to the skinCluster set, they will be ignored, and weights cannot be set for the additional geometry.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component or influence index was invalid, or shape was not attached to skinCluster </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">components to be weighted </param>
      <param name="influenceIndices">MIntArray</param>
      <param name="values">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getPointsAffectedByInfluence(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>During deformation, the skinCluster algorithm is applied for a given influence object on all points in the deformer's set whose weights are non-zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method allows the user to query the non-zero weights for a particular influence object.</para>
        <para>Returns a selection list containing the dag path and the components that are affected by the specified influence object. To retrieve the components from the returned <ref>MSelectionList</ref>, use <ref>MSelectionList::getDagPath</ref>. Also returns the corresponding weights for the components. If no components are weighted for a specified influence, the resulting selection list will be empty.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed, or path is not an influence object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path of the influence object </param>
      <param name="result">selection list of components affected by the influence object for this skinCluster (return) </param>
      <param name="weights">weights for the affected components (return)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.getBlendWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method returns weights from skinCluster's blend weight array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These weights are used to determine the blending between classical linear skinning and dual quaternion bases skinning on a per vertex basis. The function returns the weights associated with the components passed. The components are defined on the object whose dagPath is specified.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">the components to return weights for </param>
      <param name="weights">the weight values returned (one per component in the order given)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnSkinCluster.setBlendWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method sets weights in skinCluster's blend weight array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These weights are used to determine the blending between classical linear skinning and dual quaternion bases skinning on a per vertex basis. The function sets the weights for the given components of the object whose dagPath is specified. The array size should match the number of components passed. Failing this, it will set the smaller of the two.</para>
        <para>
          <section>
            <para>The status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> component was invalid, shape was not attached to skinCluster. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">path to object deformed by the skinCluster </param>
      <param name="components">the components list for the new weight values </param>
      <param name="weights">the weight values (one per component in the order given)</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter">
      <summary>
        <para>Weight geometry filter function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnWeightGeometryFilter</ref> is the function set for weight geometry filters. Weight geometry filter nodes include clusters, cluster flexors, and user-defined deformers derived from <ref>MPxDeformerNode</ref>. The purpose of the weight geometry filter is to store the weights for each component of each geometry that is deformed. The weight geometry filter is independent of any algorithm that calculates a deformation based on the component weight values. Clusters, cluster flexors, and user-defined deformers each have their own algorithm to determine the deformation based on the component weights.</para>
        <para>This function set provides methods for getting and setting weights on weight geometry filter nodes. In addition to getting and settings weights on components, this class provides methods for accessing the weight geometry filter's input and output geometry through its parent class, <ref>MFnGeometryFilter</ref>.</para>
        <para>When getting and setting weights on components, it is more efficient to use the methods that take a plug index. The plug index is a sparse array index, and is the same index used in MEL scripts to index into an array of plugs. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter)">
      <param name="obj">MFnWeightGeometryFilter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kWeightGeometryFilt</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.getWeights(System.UInt32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Gets the weights of the components that correspond to the geometry at the specified plug index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The relationship between the weights and the components can be determined by iterating through the components using the <ref>MItGeometry</ref> iterator. The iterator iterates through the components in the same order as the weights array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the plug index corresponding to the shape that has the components </param>
      <param name="components">the components whose weights are requested </param>
      <param name="weights">the weight values of the components</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.getWeights(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Gets the weights of the components that correspond to the geometry at the specified plug index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The relationship between the weights and the components can be determined by iterating through the components using the <ref>MItGeometry</ref> iterator. The iterator iterates through the components in the same order as the weights array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="components">the components whose weights are requested </param>
      <param name="weights">the weight values of the components</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32,Autodesk.Maya.OpenMaya.MObject,System.Single,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="index">the plug index for the specified shape </param>
      <param name="components">the components of the object </param>
      <param name="weight">weight value for the components </param>
      <param name="oldValues">an array of old values for the components</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32,Autodesk.Maya.OpenMaya.MObject,System.Single)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="index">the plug index for the specified shape </param>
      <param name="components">the components of the object </param>
      <param name="weight">weight value for the components </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.Single,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="components">the components of the object </param>
      <param name="weight">weight value for the components </param>
      <param name="oldValues">an array of old values for the components</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,System.Single)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="components">the components of the object </param>
      <param name="weight">weight value for the components </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="index">the plug index for the specified shape </param>
      <param name="components">the components of the object </param>
      <param name="values">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.setWeight(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the weights of the specified components of the object whose DAG path is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to undo the setWeight operation, it is necessary to save the oldValues array and call setWeight with the oldValues array at the time of undo.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> component parameter is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="path">the DAG path for the object whose components' weights are being set </param>
      <param name="components">the components of the object </param>
      <param name="values">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.weightPlugStrings(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Sets the plugStrings argument to be a string (separated by spaces) containing the names of the plugs on this node that correspond to the components in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method can be useful in conjunction with setting keys on a number of plugs. The operation will fail if none of the items in the selection list correspond to components weighted by this cluster.</para>
        <para>
          <section>
            <para>A string containing the names of the plugs on this node that correspond to the components in the selection list</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">selection list that contains components </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.getWeightPlugStrings(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Set the plugStringArray argument to contain the names of the plugs on this node that correspond to the components in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The operation will fail if none of the items in the selection list correspond to components weighted by this cluster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">selection list that contains components </param>
      <param name="plugStringArray">string array containing the names of the plugs on this node that correspond to the components in the selection list; each of the plugs is put in a separate string</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWeightGeometryFilter.getWeightPlugStrings(Autodesk.Maya.OpenMaya.MSelectionList,System.String&amp;)">
      <summary>
        <para>Set the plugStringArray argument to contain the names of the plugs on this node that correspond to the components in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The operation will fail if none of the items in the selection list correspond to components weighted by this cluster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">selection list that contains components </param>
      <param name="plugStrings">output String&amp;</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer">
      <summary>
        <para>wire deformer function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnWireDeformer</ref> is the function set for wire deformers. Wire deformers modify geometry based on its proximity to controlling wire curves. As the wire curves are modified, the parts of the geometry close to the curve will follow.</para>
        <para>The wire deformer is actually a small network of dependency nodes in the dependency graph. This function set is provided to make manipulation of the network easier. The main deformer node should be given to this function set as its object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.getCPtr(Autodesk.Maya.OpenMayaAnim.MFnWireDeformer)">
      <param name="obj">MFnWireDeformer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kWire</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnWireDeformer". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.create()">
      <summary>
        <para>Creates a new wire deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new wire deformer node.</para>
        <para>
          <section>
            <para>Returns a handle to the new deformer</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unexpected failure </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.addGeometry(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a piece of geometry to the deformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After adding new geometry to the deformation. The new geometry will then be deformed by the existing wires.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition of geometry failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.removeGeometry(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes a piece of geometry from the deformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition of geometry failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.getAffectedGeometry(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>The geometry affected by this deformer is packed into the provided list of MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each of the MObjects will be a DAG node that has geometry.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objects">storage for the returned array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.addWire(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new wire curve to the deformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition of geometry failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.wire(System.UInt32)">
      <summary>
        <para>Return the wire at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned object will be a nurbs curve shape suitable for use with the <ref>MFnNurbsCurve</ref> function set.</para>
        <para>
          <section>
            <para>A handle to the given wire curve</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to return </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.wireDropOffDistance(System.UInt32)">
      <summary>
        <para>Return the drop off distance of the wire at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Increasing this value will give the wire a greater area of influence.</para>
        <para>
          <section>
            <para>The drop off distance</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to return the drop off distance for </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.setWireDropOffDistance(System.UInt32,System.Single)">
      <summary>
        <para>Sets the drop off distance of the wire at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Increasing this value will give the wire a greater area of influence.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to set the drop off distance for </param>
      <param name="dropOff">new drop off value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.wireScale(System.UInt32)">
      <summary>
        <para>Return the radial scale of the wire at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale value affects how the wire modifies the geometry in its area of influence. A value of between 0.0 and 1.0 causes the wire to pull the surrounding geometry points towards itself. A value of greater than one causes the wire to repulse the geometry points around it. A value of exactly 1.0 causes the wire to neither pull nor push the points around it.</para>
        <para>The surrounding points will always deform with the wire, The scale factor just allows the points around the wire to be radially scaled closer to or further from the wire.</para>
        <para>
          <section>
            <para>The radial scale value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to return the scale value for </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.setWireScale(System.UInt32,System.Single)">
      <summary>
        <para>Sets the radial scale value of the wire at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale value affects how the wire modifies the geometry in its area of influence. A value of between 0.0 and 1.0 causes the wire to pull the surrounding geometry points towards itself. A value of greater than one causes the wire to repulse the geometry points around it. A value of exactly 1.0 causes the wire to neither pull nor push the points around it.</para>
        <para>The surrounding points will always deform with the wire, The scale factor just allows the points around the wire to be radially scaled closer to or further from the wire.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to set the drop off distance for </param>
      <param name="scale">new scale value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.holdingShape(System.UInt32)">
      <summary>
        <para>Returns the holding shape for the given wire. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The holding shape may be a nurbs curve or a nurbs surface. If the given wire does not have a holding shape, then a null <ref>MObject</ref> handle will be returned.</para>
        <para>A holding shape pins down the deforming shapes when the associated wire is moved. One possible application is to use a curve to limit the area that a wire affects.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to get the holding shape for </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.setHoldingShape(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Sets the holding shape for the given wire. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The holding shape may be a nurbs curve or a nurbs surface.</para>
        <para>A holding shape pins down the deforming shapes when the associated wire is moved. One possible application is to use a curve to limit the area that a wire affects.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of wire to set the holding shape for </param>
      <param name="holdingCurve">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.numDropoffLocators(System.UInt32)">
      <summary>
        <para>Returns the number of drop off locators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A drop off locator allows the modification the wire curve drop off distance at a specific point on the wire curve.</para>
        <para>
          <section>
            <para>The number of drop off locators for the given curve</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">the index of the wire curve to query </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.setDropoffLocator(System.UInt32,System.UInt32,System.Single,System.Single)">
      <summary>
        <para>Sets the parameters of a drop off locator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A drop off locator allows the modification the wire curve drop off distance at a specific point on the wire curve.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of the wire curve </param>
      <param name="locatorIndex">index of the locator on the given wire </param>
      <param name="param">new param value along the curve at which to position the locator </param>
      <param name="percentage">percentage of the drop off distance applied</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.getDropoffLocator(System.UInt32,System.UInt32,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Gets the parameters of a drop off locator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A drop off locator allows the modification the wire curve drop off distance at a specific point on the wire curve.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="wireIndex">index of the wire curve </param>
      <param name="locatorIndex">index of the locator on the given wire </param>
      <param name="param">storage for the param value along the curve that the locator is positioned at </param>
      <param name="percentage">storage for the percentage value of the locator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.get_numWires()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.set_envelope(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.get_envelope()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.set_rotation(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.get_rotation()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.set_localIntensity(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.get_localIntensity()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.set_crossingEffect(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.get_crossingEffect()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.numWires">
      <summary>
        <para>returns the number of wire curves connected to this deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of wires</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.envelope">
      <summary>
        <para>Returns the envelope for this deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The envelope is a scale factor that affects the dropoff distances of all wires that belong to this deformer.</para>
        <para>
          <section>
            <para>The envelope value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the envelope for this deformer. </para>
      </summary>
      <remarks>
        <para>The envelope is a scale factor that affects the dropoff distances of all wires that belong to this deformer.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.rotation">
      <summary>
        <para>Returns the rotation value for this deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation value determines how much the tangency of the wire curve affects the deformation. When the rotation value is 0.0, the deformation will be linear. The geometry will pull straight towards the wire. When the rotation value is 1.0, the tangency of the wire curve is taken into effect. This will provide more natural deformations when the wire curve is twisted with respect to its original position. The surface will pull towards the wire in an arc rather than in a straight line.</para>
        <para>
          <section>
            <para>The rotation value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the rotation value for this deformer. </para>
      </summary>
      <remarks>
        <para>The rotation value determines how much the tangency of the wire curve affects the deformation. When the rotation value is 0.0, the deformation will be linear. The geometry will pull straight towards the wire. When the rotation value is 1.0, the tangency of the wire curve is taken into effect. This will provide more natural deformations when the wire curve is twisted with respect to its original position. The surface will pull towards the wire in an arc rather than in a straight line.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.localIntensity">
      <summary>
        <para>Returns the local intensity for this wire deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The local intensity has an effect when two wire curves are positioned close to each other. Normally, only the most deformed of the two curves will affect the surface. When the local intensity is increased, the less deformed curve will start to pull the surface back towards itself.</para>
        <para>
          <section>
            <para>The local intensity value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the local intensity for this wire deformer. </para>
      </summary>
      <remarks>
        <para>The local intensity has an effect when two wire curves are positioned close to each other. Normally, only the most deformed of the two curves will affect the surface. When the local intensity is increased, the less deformed curve will start to pull the surface back towards itself.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MFnWireDeformer.crossingEffect">
      <summary>
        <para>Returns the crossing effect for this wire deformer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The crossing effect applies when two wire curves cross each other. Normally, the deformation is dampened so that the surface is only affected by the most deformed curve at the intersection point. When the crossing effect is increased, the effect of the wires becomes additive. So, the object will be deform more near crossing wires.</para>
        <para>
          <section>
            <para>The crossing effect value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the crossing effect for this wire deformer. </para>
      </summary>
      <remarks>
        <para>The crossing effect applies when two wire curves cross each other. Normally, the deformation is dampened so that the surface is only affected by the most deformed curve at the intersection point. When the crossing effect is increased, the effect of the wires becomes additive. So, the object will be deform more near crossing wires.</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup">
      <summary>
        <para>IK handle groups. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Group class for ik handles. Each group has an associated solver and priority. A single chain solver handle group has only one handle in its group. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no groups. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is set to contain no groups. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.getCPtr(Autodesk.Maya.OpenMayaAnim.MIkHandleGroup)">
      <param name="obj">MIkHandleGroup</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.checkEffectorAtGoal()">
      <summary>
        <para>Determines whether the end-effector at the handle(goal) location. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The end-effector is at the goal location </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The end-effector is not at the goal location</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.solve()">
      <summary>
        <para>Do all ik solving steps for this group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.handle(System.Int32)">
      <summary>
        <para>Return the ith handle in the handle list for this group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> for the handle</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> An invalid array index was passed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ith">the index of the handle </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.set_priority(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_priority()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.set_solverID(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_solverID()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_solverPriority()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_dofCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_handleCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.priority">
      <summary>
        <para>Return the priority value of this handle group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The priority</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the priority of this handle group. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.solverID">
      <summary>
        <para>Return the solver id used by this handle group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The solver id for this group</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the solver id for this handle group. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.solverPriority">
      <summary>
        <para>return the priority of the solver used by this handle group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The solver priority</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.dofCount">
      <summary>
        <para>Return the total number of degrees of freedom of this handle group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The total number of dofs</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.handleCount">
      <summary>
        <para>Return the number of handles in the handle list for this group. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of handles</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkHandleGroup.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MIkSystem">
      <summary>
        <para>Inverse kinematics (IK) system class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides an interface to the inverse kinematics (IK) system. The ik system is used to set/query the global snapping flag for handles, set/query the global solve flag for solvers, and to find the ik solvers available in maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.getCPtr(Autodesk.Maya.OpenMayaAnim.MIkSystem)">
      <param name="obj">MIkSystem</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.findSolver(System.String)">
      <summary>
        <para>Returns the ik solver with the given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the solver cannot be found then a a null <ref>MObject</ref> and an error is returned.</para>
        <para>
          <section>
            <para>The ik solver matching the given name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The named solver was returned </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No solver with the given name was found </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the solver to find </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.getSolvers(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get a list of the names for the solvers that are available in the system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="names">storage for the solver names</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.set_isGlobalSnap(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.get_isGlobalSnap()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.set_isGlobalSolve(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.get_isGlobalSolve()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MIkSystem.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkSystem.isGlobalSnap">
      <summary>
        <para>Determines whether global snapping is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Turning on global snapping will turn on snapping for all ik handles.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> global snapping is on </para>
                </item>
                <item>
                  <para>
                    <b>false</b> global snapping is off</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The global snapping value was successfully returned </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkSystem.isGlobalSolve">
      <summary>
        <para>Determines whether global solving is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The global solve value was successfully returned </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MIkSystem.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraint">
      <summary>
        <para>Proxy constraint node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxConstraint</ref> is the parent class for user defined constraint nodes. Position, orientation or scale of an object can be constrained by other objects. This class works in conjunction with the <ref>MPxConstraintCommand</ref> class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxConstraint</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxConstraint</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.getCPtr(Autodesk.Maya.OpenMayaAnim.MPxConstraint)">
      <param name="obj">MPxConstraint</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.weightAttribute()">
      <summary>
        <para>Returns the weight attribute for the constraint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default implementation returns <ref>MObject::kNullObj</ref>. </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.targetAttribute()">
      <summary>
        <para>Returns the target attribute for the constraint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default implementation returns <ref>MObject::kNullObj</ref>. </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.constraintRotateOrderAttribute()">
      <summary>
        <para>Returns the rotate order attribute for the constraint. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default implementation returns <ref>MObject::kNullObj</ref>.</para>
        <para>If is only necessary to override this method if the constraint will control rotation. </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.set_enableRestPosition(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.get_enableRestPosition()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.set_lockOutput(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.get_lockOutput()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraint.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxConstraint.enableRestPosition">
      <summary>
        <para>Node attribute: enableRestPosition/erp - boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute defines the constraint behavior when all weights are at zero.</para>
        <para>If true, the constraint goes to the restTranslate position when all weights are zero. If false, the constraint output is not computed when all weights are zero. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxConstraint.lockOutput">
      <summary>
        <para>Node attribute: lockOutput/lo - boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When enabled, the constrained object cannot be moved away from its constrained location, and a pairBlend will not be inserted if the user tries to keyframe the constrained attributes.</para>
        <para>This allows for the pre-5.0 behavior of constraints. When disabled, the constrained object can be moved away from the constraint and a pairBlend will be inserted if the object is keyframed and the animation blending preference specifies that blending is enabled. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxConstraint.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType">
      <summary>
        <para>The type of up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kScene">
      <summary>
        <para>Scene up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kObject">
      <summary>
        <para>Object up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kObjectRotation">
      <summary>
        <para>Object rotation up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kVector">
      <summary>
        <para>Specified vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType">
      <summary>
        <para>The type of up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kScene">
      <summary>
        <para>Scene up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kObject">
      <summary>
        <para>Object up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kObjectRotation">
      <summary>
        <para>Object rotation up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kVector">
      <summary>
        <para>Specified vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraint.UpVectorType.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand">
      <summary>
        <para>Proxy constraint command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxConstraintCommand</ref> is the base class for user defined constraint commands. This command gives all of the flags and options of the base constraint command in addition allows user defined flags or behaviours. When registering this command, use the <ref>MFnPlugin::registerConstraintCommand()</ref> method. A <ref>MPxConstraint</ref> is also required to be used with <ref>MPxConstraintCommand</ref>. The <ref>constraintTypeId()</ref> virtual must be implemented to return the correct constraint node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.getCPtr(Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand)">
      <param name="obj">MPxConstraintCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.doIt(Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>This method should execute a command by setting up internal class data and then return control to Maya for executing the base constraint command functionality. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a virtual, and can be overridden in derived classes.</para>
        <para>Default behaviour returns <ref>MS::kUnknownParameter</ref> so that Maya handles the operation.</para>
      </remarks>
      <param name="argList">MArgList</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.undoIt()">
      <summary>
        <para>This method should undo the work done be the <b>redoIt</b> method based on the internal class data only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Default behaviour returns <ref>MS::kUnknownParameter</ref> so that Maya handles the operation.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.redoIt()">
      <summary>
        <para>This method should do the actual work of the command based on the internal class data only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Internal class data should be set in the <b>doIt</b> method.</para>
        <para>Default behaviour returns <ref>MS::kUnknownParameter</ref> so that Maya handles the operation.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.appendSyntax()">
      <summary>
        <para>This method should be overridden to append syntax to the constraint command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The syntax object can be obtained by calling the syntax method. The following flags cannot be used as user-defined flags as they are reserved for edit and query: "-e", "-edit", "-q", "-query".</para>
        <para>Standard constraint flags that are provided are: name "-n" "-name", weight "-w" "-weight", target list "-tl" "-targetList", remove "-rm" "-remove", target alias "-wal" "-weightAliasList".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.constraintNode()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPxConstraint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.get__syntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand._syntax">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType">
      <summary>
        <para>Defines the type of target object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kTransform">
      <summary>
        <para>Transform target. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kGeometryShape">
      <summary>
        <para>Geometry shape(or children of) targets. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType">
      <summary>
        <para>Defines the type of target object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kTransform">
      <summary>
        <para>Transform target. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kGeometryShape">
      <summary>
        <para>Geometry shape(or children of) targets. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxConstraintCommand.TargetType.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode">
      <summary>
        <para>Base class for user defined Deformers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxDeformerNode</ref> allows the creation of user-defined deformers. A deformer is a node which takes any number of input geometries, deforms them, and places the output into the output geometry attribute.</para>
        <para>If you write a deformer by deriving from <ref>MPxDeformerNode</ref>, your deformer will derive the benefit of Maya's internal deformer functionality, namely:</para>
        <para>
          <list type="bullet">
            <item>
              <para>The Set Editing Tool and the Set Editor Window can be used to modify the membership of the deformer. </para>
            </item>
            <item>
              <para>Association of a weight value with each CV. The weight values can be modified by the user using the set editing window or the percent command. This weight value can be used or ignored at the plugin's discretion. </para>
            </item>
            <item>
              <para>"Has No Effect" mode is implemented in the base class, and disables the node. </para>
            </item>
            <item>
              <para>When the deformer node is deleted, its inputs and outputs will be correctly reconnected in the dependency graph. </para>
            </item>
            <item>
              <para>Reordering of the deformer node with other deformers via the Complete List window. </para>
            </item>
            <item>
              <para>Placement and connection of the deformer node in the dependency graph via the "deformer -type" command. The deformer command also has the standard deformer options such as exclusive membership and parallel mode.</para>
            </item>
          </list>
Deformers are full dependency nodes and can have attributes and a <ref>deform()</ref> method. In general, to derive the full benefit of the Maya deformer base class, it is suggested that you do not write your own <ref>compute()</ref> method. Instead, write the <ref>deform()</ref> method, which is called by the <ref>MPxDeformerNode</ref>'s <ref>compute()</ref> method. However, there are some exceptions when you would instead write your own <ref>compute()</ref>, namely:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Your node's deformation algorithm depends on the geometry type, which is not available in the <ref>deform()</ref> method. </para>
            </item>
            <item>
              <para>Your node's deformation algorithm requires computing all of the output geometries simultaneously.</para>
            </item>
          </list>
In the case where you cannot simply override the <ref>deform()</ref> method, the following example code shows one possible <ref>compute()</ref> method implementation. This <ref>compute()</ref> example creates an iterator for the deformer set corresponding to the output geometry being computed. Note that this sample <ref>compute()</ref> implementation does not do any deformation, and does not implement handling of the nodeState attribute. If you do choose to override <ref>compute()</ref> in your node, there is no reason to implement the <ref>deform()</ref> method, since it will not be called by the base class.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>For most deformers, implementing <ref>compute()</ref> is unnecessary. To create a deformer, derive from this class and override the <ref>deform()</ref> method as demonstrated in the "offsetNode.cpp" example plug-in. The other methods of the parent class <ref>MPxNode</ref> may also be overridden to perform standard dependency node capabilities.</para>
        <para>When implementing the compute method for a deformer, another consideration is that the input geometry attribute is not cached. This means that all of the inputs will evaluate each time <ref>MDataBlock::inputArrayValue</ref> is called on "inputGeom". If you only want a single inputGeometry, you can prevent unneeded evaluations by avoiding calls to <ref>MDataBlock.inputArrayValue</ref>. For example, use the technique shown in the above example or use <ref>MDataBlock::outputArrayValue</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.getCPtr(Autodesk.Maya.OpenMayaAnim.MPxDeformerNode)">
      <param name="obj">MPxDeformerNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kDeformerNode</ref>.</para>
        <para>
          <section>
            <para>The type of node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.deform(Autodesk.Maya.OpenMaya.MDataBlock,Autodesk.Maya.OpenMaya.MItGeometry,Autodesk.Maya.OpenMaya.MMatrix,System.UInt32)">
      <summary>
        <para>This method performs the deformation algorithm. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A status code of <ref>MS::kSuccess</ref> should be returned unless there was a problem during the deformation, such as insufficient memory or required input data is missing or invalid.</para>
        <para>NOTE: the geometry iterator passed to this method is in local space and not world space. To convert points to world space use the matrix that is suppied.</para>
      </remarks>
      <param name="block">the node's datablock. </param>
      <param name="iter">MItGeometry</param>
      <param name="mat">MMatrix</param>
      <param name="multiIndex">the index corresponding to the requested output geometry.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.accessoryAttribute()">
      <summary>
        <para>This method returns an <ref>MObject</ref> for the attribute to which an accessory shape is connected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the accessory shape is deleted, the deformer node will automatically be deleted.</para>
        <para>If your node has no associated shape, there is no need to override this method.</para>
        <para>
          <section>
            <para>The accessory attribute </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.accessoryNodeSetup(Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>This method is called by the "deformer -type" command when your node is specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be used to create and attach accessory nodes if your plugin node requires them. To do so, override this method, and provide the creation and attachment commands to the <ref>MDagModifier</ref> that is passed as input to the method.</para>
        <para>If your node has no associated nodes, there is no need to override this method.</para>
      </remarks>
      <param name="cmd">the dag modifier to which the method will add commands</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.weightValue(Autodesk.Maya.OpenMaya.MDataBlock,System.UInt32,System.UInt32)">
      <summary>
        <para>This method returns the weightValue stored in the datablock for the given geometry's lattice point/CV/vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Weight </para>
          </section>
        </para>
      </remarks>
      <param name="mblock">MDataBlock</param>
      <param name="multiIndex">the index corresponding to the geometry </param>
      <param name="wtIndex">the index corresponding to the component</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.setUseExistingConnectionWhenSetEditing(System.Boolean)">
      <summary>
        <para>This method allows the plugin node to request special treatment during set editing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It controls the connection behavior if all of a geometry's points are removed from the deformer set, and then points are subsequently added back in to the set again. By default, Maya will reconnect the deformer to the shape using a new input/output index. If this method is called in the custom deformer's postConstructor method and the state is set to true, the deformer will attempt to use the original input/output index when reconnecting to the shape.</para>
        <para />
      </remarks>
      <param name="state">whether or not to use the existing connection </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.setModifiedCallback(Autodesk.Maya.OpenMaya.MSelectionList,System.Boolean)">
      <summary>
        <para>This callback method can be overriden and is called whenever the set this deformer is operating on is modified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It passes in a selection list of items that are either being added/removed.</para>
        <para />
      </remarks>
      <param name="list">list of items added/removed </param>
      <param name="listAdded">whether the list is being added or removed to the set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_input(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_input()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_inputGeom(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_inputGeom()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_groupId(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_groupId()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_outputGeom(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_outputGeom()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_weightList(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_weightList()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_weights(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_weights()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_envelope(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_envelope()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.set_deformationDetails(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_deformationDetails()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.input">
      <summary>
        <para>input attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.inputGeom">
      <summary>
        <para>input geometry attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.groupId">
      <summary>
        <para>input group id attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.outputGeom">
      <summary>
        <para>geometry output attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.weightList">
      <summary>
        <para>weight list attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.weights">
      <summary>
        <para>weight attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.envelope">
      <summary>
        <para>envelope attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.deformationDetails">
      <summary>
        <para>Retrieves the value set by <ref>setDeformationDetails()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the documentation of that method for the interpretation of the value.</para>
        <para>
          <section>
            <para>The deformation details</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The base stucture was not initialized properly </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method allows the plug-in node to inform the system that it intends to deform components other than just positions. </para>
      </summary>
      <remarks>
        <para>It should typically be called in advance of any deformation taking place (e.g. in <ref>postConstructor()</ref>), not in the <ref>deform()</ref> method. If it is called from <ref>deform()</ref>, the setting will take effect the next time the DG causes the deformation to be calculated.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails">
      <summary>
        <para>Deformation details. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsUVs">
      <summary>
        <para>The deformer will deform UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsColors">
      <summary>
        <para>The deformer will deform colors. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails">
      <summary>
        <para>Deformation details. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsUVs">
      <summary>
        <para>The deformer will deform UVs. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsColors">
      <summary>
        <para>The deformer will deform colors. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MPxDeformerNode.DeformationDetails.kDeformsAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode">
      <summary>
        <para>Base class for user defined IK solvers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for writing user-defined IK solvers. Users must at least override the following methods in order to write a solver: <example>
** code example not available in .NET **
</example></para>
        <para>Note that the following virtual methods (declared in <ref>MPxNode</ref>) are irrelevant for the <ref>MPxIkSolverNode</ref>. If these methods are overridden in a class derived from <ref>MPxIkSolverNode</ref>, they will be ignored. <example>
** code example not available in .NET **
</example></para>
        <para>A creator method is necessary to return an instance of the user solver:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>In order to create and register the solver, execute the mel command: <example>
** code example not available in .NET **
</example></para>
        <para>Once the solver is registered it can be assigned to IK handles and its solve methods will be called in the same manner as the solvers within Maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.getCPtr(Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode)">
      <param name="obj">MPxIkSolverNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kIkSolverNode</ref>.</para>
        <para>
          <section>
            <para>The type of node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The undo was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method is not undoable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.preSolve()">
      <summary>
        <para>This method is called before <b>doSolve</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users should override this method if there is any preprocessing that needs to be done before solving..</para>
        <para>
          <section>
            <para>The status code which indicates if the pre-processing was successful </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.doSolve()">
      <summary>
        <para>This is where the main solving takes place. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must override this method.</para>
        <para>The purpose of this method is to calculate joint angles in a skeleton based upon the position of the end effector of the handle associated with this solver.</para>
        <para>
          <section>
            <para>The status code which indicates if the solver was successful </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.postSolve()">
      <summary>
        <para>This method is called after <b>doSolve</b> has finished. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user should override this method if there are any post calculations to be done.</para>
        <para>The status argument indicates whether <b>doSolve</b> was successful.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.solverTypeName()">
      <summary>
        <para>This method returns the type name of the solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user must override this method in order for the solver to be identifiable when it is registered.</para>
        <para>Once the solver is registered, the type name can be used to assign the solver to an IK handle.</para>
        <para>
          <section>
            <para>The type name of this solver </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.isSingleChainOnly()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>This method indicates whether this solver is a single chain solver. Single chain solvers are solvers which act on one handle only, i.e. the handle groups have only one handle if they are for single chain solvers.</para>
        <para>
          <section>
            <para>Boolean value <b>true</b> if this is a single chain solver, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.isPositionOnly()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Indicates whether the solver supports handle orientation. This method must be overriden to reflect the users solver.</para>
        <para>
          <section>
            <para>Boolean value <b>true</b> if solver does not support handle orientation, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.hasJointLimitSupport()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>This method indicates whether the solver supports limits on joint angles. This method must be overriden to reflect the users solver.</para>
        <para>
          <section>
            <para>Boolean value <b>true</b> if solver supports joint limits, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.hasUniqueSolution()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>This method indicates whether the solver provides a unique solution. This method must be overriden to reflect the users solver.</para>
        <para>
          <section>
            <para>Boolean value <b>true</b> if solver has a unique solution, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.groupHandlesByTopology()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Indicates whether the IK system should group handles according to skeletal topology. This method must be overriden to reflect the users solver.</para>
        <para>
          <section>
            <para>Boolean value <b>true</b> if solver hgroups handles by topology, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.setFuncValueTolerance(System.Double)">
      <summary>
        <para>Set the error value for this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user can override this if any other calcluations should be done here.</para>
      </remarks>
      <param name="tolerance">Error value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.setMaxIterations(System.Int32)">
      <summary>
        <para>Set the maximum iterations for a solution by this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user can override this if any other calcluations should be done here.</para>
      </remarks>
      <param name="value">value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.setHandleGroup(Autodesk.Maya.OpenMayaAnim.MIkHandleGroup)">
      <summary>
        <para>Set the handle group of this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MIkHandleGroup</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.snapHandle(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This function positions the handle at the end effector position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user can override this method.</para>
        <para />
      </remarks>
      <param name="handle">handle to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.create()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode._getJointAngles(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="da">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode._setJointAngles(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="da">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode._setToRestAngles()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_rotatePlane(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_rotatePlane()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_singleChainOnly(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_singleChainOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_positionOnly(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_positionOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_supportJointLimits(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_supportJointLimits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_uniqueSolution(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_uniqueSolution()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.set_handleGroup(Autodesk.Maya.OpenMayaAnim.MIkHandleGroup)">
      <param name="value">MIkHandleGroup</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_handleGroup()">
      <returns>Returns a MIkHandleGroup.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_toWorldSpace()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_toSolverSpace()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_funcValueTolerance()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_maxIterations()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.rotatePlane">
      <summary>
        <para>This method indicates whether this solver supports the rotate plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Solvers that support the rotate plane allow the user to manipulate the IK handle's pole vector with the rotate plane manipulators.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the solver supports the rotate plane, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets whether or not this solver supports the rotate plane. </para>
      </summary>
      <remarks>
        <para>Solvers that support the rotate plane allow the user to manipulate the IK handle's pole vector with the rotate plane manipulators.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.singleChainOnly">
      <summary>
        <para>This method indicates whether this solver is a single chain solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Single chain solvers are solvers which act on one handle only, i.e. the handle groups have only one handle if they are for single chain solvers.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the solver is a single chain solver, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets whether or not this solver is a single chain solver. </para>
      </summary>
      <remarks>
        <para>Single chain solvers are solvers which act on one handle only, i.e. the handle groups have only one handle if they are for single chain solvers.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.positionOnly">
      <summary>
        <para>Indicates whether the ik solution is dependent on the ikHandle position only or also uses the orientation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the solver does not support handle orientation, <b>false</b> otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not the solver supports handle orientation. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.supportJointLimits">
      <summary>
        <para>This method indicates whether the solver supports limits on joint angles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value. <b>true</b> if the solver supports limits on joint angles, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets whether or not the solver supports limits on joint angles. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.uniqueSolution">
      <summary>
        <para>This method indicates whether the solver provides a unique solution. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the solver provides a unique solution, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets whether or not the solver provides a unique solution. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.handleGroup">
      <summary>
        <para>Returns the handle group for this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The handle group provides access to handles associated with the solver.</para>
        <para>
          <section>
            <para>A pointer to the IK handle group for this solver </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the handle group of this solver. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.toWorldSpace">
      <summary>
        <para>Returns the world space matrix for this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The world space matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.toSolverSpace">
      <summary>
        <para>Returns the local space matrix for this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The local space matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.funcValueTolerance">
      <summary>
        <para>Return the error value for this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The error value </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the error value for this solver. </para>
      </summary>
      <remarks>
        <para>The user can override this if any other calcluations should be done here.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.maxIterations">
      <summary>
        <para>Return the the maximum nuber of itertations for a solution by this solver. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The maximum number of iterations </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the maximum iterations for a solution by this solver. </para>
      </summary>
      <remarks>
        <para>The user can override this if any other calcluations should be done here.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MPxIkSolverNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <param name="os">MOStream</param>
      <param name="array">MDoubleArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="os">MOStream</param>
      <param name="array">MIntArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MUint64Array)">
      <param name="os">MOStream</param>
      <param name="array">MUint64Array</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="os">MOStream</param>
      <param name="array">MUintArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MArgList)">
      <param name="os">MOStream</param>
      <param name="args">MArgList</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <param name="os">MOStream</param>
      <param name="array">MAttributePatternArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MCallbackIdArray)">
      <param name="os">MOStream</param>
      <param name="array">MCallbackIdArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="os">MOStream</param>
      <param name="array">MColorArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Single,Autodesk.Maya.OpenMaya.MColor)">
      <param name="scalar">Single</param>
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MColor)">
      <param name="os">MOStream</param>
      <param name="c">MColor</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MDagPathArray)">
      <param name="os">MOStream</param>
      <param name="array">MDagPathArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Double,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="scale">Double</param>
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="os">MOStream</param>
      <param name="rotation">MEulerRotation</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Single,Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">Single</param>
      <param name="right">MFloatMatrix</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="os">MOStream</param>
      <param name="m">MFloatMatrix</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatPointArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(Autodesk.Maya.OpenMaya.MFloatMatrix,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="arg0">MFloatMatrix</param>
      <param name="arg1">MFloatPoint</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="os">MOStream</param>
      <param name="p">MFloatPoint</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <param name="os">MOStream</param>
      <param name="array">MFloatVectorArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Int32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">Int32</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Int16,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">Int16</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.UInt32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">UInt32</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.UInt16,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">UInt16</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Single,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">Single</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Double,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">Double</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(Autodesk.Maya.OpenMaya.MFloatMatrix,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="arg0">MFloatMatrix</param>
      <param name="arg1">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="os">MOStream</param>
      <param name="v">MFloatVector</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Double,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="arg0">Double</param>
      <param name="right">MMatrix</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="os">MOStream</param>
      <param name="m">MMatrix</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MMatrixArray)">
      <param name="os">MOStream</param>
      <param name="array">MMatrixArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="os">MOStream</param>
      <param name="array">MPointArray</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="arg0">MMatrix</param>
      <param name="arg1">MPoint</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="os">MOStream</param>
      <param name="p">MPoint</param>
      <returns>Returns a MOStream.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Double,Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="scale">Double</param>
      <param name="other">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.slerp(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,System.Double)">
      <param name="p">MQuaternion</param>
      <param name="q">MQuaternion</param>
      <param name="t">Double</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.slerp(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,System.Double,System.Int16)">
      <param name="p">MQuaternion</param>
      <param name="q">MQuaternion</param>
      <param name="t">Double</param>
      <param name="spin">Int16</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.squad(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,System.Double)">
      <param name="p">MQuaternion</param>
      <param name="a">MQuaternion</param>
      <param name="b">MQuaternion</param>
      <param name="q">MQuaternion</param>
      <param name="t">Double</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.squad(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MQuaternion,System.Double,System.Int16)">
      <param name="p">MQuaternion</param>
      <param name="a">MQuaternion</param>
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      <param name="t">Double</param>
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="os">MOStream</param>
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MTimeArray)">
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MTime)">
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.writeToStream(Autodesk.Maya.OpenMaya.MOStream,Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="os">MOStream</param>
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MVector)">
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <param name="arg0">Int32</param>
      <param name="arg1">MVector</param>
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      <param name="arg1">MVector</param>
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet.multiply(System.UInt16,Autodesk.Maya.OpenMaya.MVector)">
      <param name="arg0">UInt16</param>
      <param name="arg1">MVector</param>
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      <param name="arg0">Single</param>
      <param name="arg1">MVector</param>
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      <param name="arg0">Double</param>
      <param name="arg1">MVector</param>
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      <param name="os">MOStream</param>
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    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNet.MAYA_API_VERSION" />
    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNet.NULL" />
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    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNet.kMFnMeshPointTolerance" />
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    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNet.MPoint_kTol" />
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    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MCheckFunctionBridgeSubClass" />
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MCheckFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MCheckFunctionArgs)">
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    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MCheckFileFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MCheckFileFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MCheckFileFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs)">
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    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs)">
      <param name="args">MLockPlugEventFunctionArgs</param>
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    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MLockPlugEventFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MLockPlugEventFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
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      <param name="args">MLockPlugEventFunctionArgs</param>
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    <member name="T:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MMessageParentChildFunctionBridge)">
      <param name="obj">MMessageParentChildFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs)">
      <param name="args">MMessageParentChildFunctionArgs</param>
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    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageParentChildFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageParentChildFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
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      <param name="args">MMessageParentChildFunctionArgs</param>
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    <member name="T:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge)">
      <param name="obj">MWorldMatrixModifiedFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs)">
      <param name="args">MWorldMatrixModifiedFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MWorldMatrixModifiedFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MWorldMatrixModifiedFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MWorldMatrixModifiedFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs)">
      <param name="args">MWorldMatrixModifiedFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMessageFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MMessageFunctionBridge)">
      <param name="obj">MMessageFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
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    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MMessageFunctionArgs)">
      <param name="arg0">MMessageFunctionArgs</param>
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    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MMessageFunctionArgs)">
      <param name="args">MMessageFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge)">
      <param name="obj">MMessageFilterFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs)">
      <param name="arg0">MMessageFilterFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFilterFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFilterFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MMessageFilterFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs)">
      <param name="args">MMessageFilterFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge)">
      <param name="obj">MAttr2PlugFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs)">
      <param name="arg0">MAttr2PlugFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttr2PlugFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttr2PlugFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttr2PlugFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs)">
      <param name="args">MAttr2PlugFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge)">
      <param name="obj">MAttrPlugFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs)">
      <param name="arg0">MAttrPlugFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttrPlugFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttrPlugFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MAttrPlugFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs)">
      <param name="args">MAttrPlugFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge" />
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge.getCPtr(Autodesk.Maya.OpenMaya.MKeyableFunctionBridge)">
      <param name="obj">MKeyableFunctionBridge</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionBridge.CallbackToDotNet(Autodesk.Maya.OpenMaya.MKeyableFunctionArgs)">
      <param name="arg0">MKeyableFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet+MKeyableFunctionBridgeSubClass" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MKeyableFunctionBridgeSubClass.#ctor(System.Object,System.EventHandler`1[[Autodesk.Maya.OpenMaya.MKeyableFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="inSender">Object</param>
      <param name="func">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNet+MKeyableFunctionBridgeSubClass.CallbackToDotNet(Autodesk.Maya.OpenMaya.MKeyableFunctionArgs)">
      <param name="args">MKeyableFunctionArgs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.Invoke(System.String)">
      <param name="message">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.BeginInvoke(System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate" />
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      <param name="object">Object</param>
      <param name="method">IntPtr</param>
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    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.Invoke(System.String,System.String)">
      <param name="message">String</param>
      <param name="paramName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.BeginInvoke(System.String,System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="paramName">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+ArrayAndSizeBundle" />
    <member name="M:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+ArrayAndSizeBundle.#ctor(System.IntPtr,System.UInt32)">
      <param name="in_array">IntPtr</param>
      <param name="in_size">UInt32</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+ArrayAndSizeBundle._array" />
    <member name="F:Autodesk.Maya.OpenMaya.libOpenMayaNetPINVOKE+ArrayAndSizeBundle._size" />
    <member name="T:Autodesk.Maya.OpenMaya.MAngle">
      <summary>
        <para>Manipulate Angular Data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Methods for setting and retreiving angular data in various unit systems</para>
        <para>The <ref>MAngle</ref> class provides a fundamental type for the Maya API to hold and manipulate angular data. All API methods that require or return angular information do so through variables of this type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MAngle</ref> instance to 0 in the current internal units.</para>
        <para>
          <section>
            <para>
              <ref>internalUnit()</ref>. </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MAngle</ref> instance to 0 in the current internal units.</para>
        <para>
          <section>
            <para>
              <ref>internalUnit()</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.#ctor(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MAngle</ref> instance to 0 in the current internal units.</para>
        <para>
          <section>
            <para>
              <ref>internalUnit()</ref>. </para>
          </section>
        </para>
      </remarks>
      <param name="src">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.#ctor(System.Double,Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MAngle</ref> instance to 0 in the current internal units.</para>
        <para>
          <section>
            <para>
              <ref>internalUnit()</ref>. </para>
          </section>
        </para>
      </remarks>
      <param name="value">Double</param>
      <param name="u">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.#ctor(System.Double)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MAngle</ref> instance to 0 in the current internal units.</para>
        <para>
          <section>
            <para>
              <ref>internalUnit()</ref>. </para>
          </section>
        </para>
      </remarks>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.getCPtr(Autodesk.Maya.OpenMaya.MAngle)">
      <param name="obj">MAngle</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.assign(Autodesk.Maya.OpenMaya.MAngle)">
      <param name="other">MAngle</param>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.setUnit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <summary>
        <para>Set current unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the unit used by this instance. This will not affect the current value of the <ref>MAngle</ref>.</para>
      </remarks>
      <param name="newUnit">An element of the MAngle::Unit enum</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.asUnits(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <summary>
        <para>Unit conversion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current value of this instance in the provided units.</para>
        <para>
          <section>
            <para>The current value in the given units</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="otherUnit">An element of the MAngle::Unit enum specifying the desired units </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.setUIUnit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <summary>
        <para>Set working unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the unit system to be used by the user in the UI. This will not change the return value of the <ref>MAngle::value()</ref> method of this instance of <ref>MAngle</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if a valid unit was provided, <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="newUnit">and element of the MAngle::Unit enum.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.internalToUI(System.Double)">
      <summary>
        <para>Unit conversion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Converts a value from Maya's internal units to the current units used in the UI.</para>
        <para>
          <section>
            <para>The value in UI units </para>
          </section>
        </para>
      </remarks>
      <param name="internalValue">a value in internal units</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.uiToInternal(System.Double)">
      <summary>
        <para>Unit conversion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Converts a value from the units Maya is currently uses in the UI to the Maya internal unit system.</para>
        <para>
          <section>
            <para>The value in internal units. </para>
          </section>
        </para>
      </remarks>
      <param name="uiValue">a value in UI units</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.setInternalUnit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Sets the internal unit system which Maya uses to store angles.</para>
      </remarks>
      <param name="internalUnit">the internal unit for angles</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.set_unit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_unit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.set_value(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_value()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_asRadians()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_asDegrees()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_asAngMinutes()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_asAngSeconds()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.set_uiUnit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_uiUnit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.set_internalUnit(Autodesk.Maya.OpenMaya.MAngle+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_internalUnit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAngle.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.unit">
      <summary>
        <para>Current unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the units currently in effect for this instance.</para>
        <para>
          <section>
            <para>An element of the <ref>MAngle::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set current unit. </para>
      </summary>
      <remarks>
        <para>Set the unit used by this instance. This will not affect the current value of the <ref>MAngle</ref>.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.value">
      <summary>
        <para>Current value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the value of the current instance in the currently set units.</para>
        <para>
          <section>
            <para>The current value of the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set current value. </para>
      </summary>
      <remarks>
        <para>Set the value of this instance.</para>
        <para>
          <section>
            <para>Always returns <ref>MS::kSuccess</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.asRadians">
      <summary>
        <para>Convert to radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current value of this instance in radians.</para>
        <para>
          <section>
            <para>The current value in the radians </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.asDegrees">
      <summary>
        <para>Convert to degrees. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current value of this instance in degrees.</para>
        <para>
          <section>
            <para>The current value in the degrees </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.asAngMinutes">
      <summary>
        <para>Convert to minutes of arc. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current value of this instance in minutes of arc.</para>
        <para>
          <section>
            <para>The current value in the minutes of arc </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.asAngSeconds">
      <summary>
        <para>Convert to seconds of arc. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current value of this instance in seconds of arc.</para>
        <para>
          <section>
            <para>The current value in the seconds of arc </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.uiUnit">
      <summary>
        <para>Working unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the Working Units (or UI units) chosen in the settings of the prefs window.</para>
        <para>
          <section>
            <para>An element of the <ref>MAngle::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.internalUnit">
      <summary>
        <para>Internal unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the internal unit system used by Maya. This is the unit system Maya stores angles in.</para>
        <para>
          <section>
            <para>The internal unit for angles </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>Sets the internal unit system which Maya uses to store angles.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAngle.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAngle.Unit">
      <summary>
        <para>Available Unit Systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kRadians">
      <summary>
        <para>Radians. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kDegrees">
      <summary>
        <para>Degrees. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kAngMinutes">
      <summary>
        <para>Minutes of Arc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kAngSeconds">
      <summary>
        <para>Seconds of Arc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAngle.Unit">
      <summary>
        <para>Available Unit Systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kRadians">
      <summary>
        <para>Radians. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kDegrees">
      <summary>
        <para>Degrees. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kAngMinutes">
      <summary>
        <para>Minutes of Arc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kAngSeconds">
      <summary>
        <para>Seconds of Arc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAngle.Unit.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MArgList">
      <summary>
        <para>Create and retrieve argument lists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to create and retrieve argument lists that can be passed to API class methods that require arglists.</para>
        <para>Do not use <ref>MArgList</ref> to parse flags for a plug-in command as the flags will not work if the command is called from Python. Use <ref>MArgParser</ref> or <ref>MArgDatabase</ref> instead. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.#ctor(Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="other">MArgList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.getCPtr(Autodesk.Maya.OpenMaya.MArgList)">
      <param name="obj">MArgList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.get_kInvalidArgIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asBool(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an bool. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The bool value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asInt(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an integer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The integer value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asDouble(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as a double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The double value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asString(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MString</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MString</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asDistance(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MDistance</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MDistance</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asAngle(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MAngle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MAngle</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asTime(System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MTime</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MTime</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired argument </param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asVector(System.UInt32&amp;,System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MVector</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MVector</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used as an element of the vector. On success it will be updated to point to the last argument used to build the vector (i.e. incremented by numElements-1). On failure it will be updated to point to the argument where the failure occurred. </param>
      <param name="numElements">dimension of the vector to be returned. This should not exceed 3, which is the maximum number of dimensions that an MVector can hold. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asVector(System.UInt32&amp;)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MVector</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MVector</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used as an element of the vector. On success it will be updated to point to the last argument used to build the vector (i.e. incremented by numElements-1). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asPoint(System.UInt32&amp;,System.UInt32)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MPoint</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MPoint</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used as an element of the point. On success it will be updated to point to the last argument used to build the point (i.e. incremented by numElements-1). On failure it will be updated to point to the argument where the failure occurred. </param>
      <param name="numElements">dimension of the point to be returned. This should not exceed 4, which is the maximum number of dimensions that an MPoint can hold. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asPoint(System.UInt32&amp;)">
      <summary>
        <para>Return the value of the argument at a given position in the arglist as an <ref>MPoint</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MPoint</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used as an element of the point. On success it will be updated to point to the last argument used to build the point (i.e. incremented by numElements-1). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asMatrix(System.UInt32&amp;)">
      <summary>
        <para>Get the value of the <ref>MMatrix</ref> argument at a given position in the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MMatrix</ref> value of the indicated argument.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used in building the matrix. On success it will be updated to point to the last argument used to build the matrix (i.e. it will be incremented by 15). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asIntArray(System.UInt32&amp;)">
      <summary>
        <para>Get the value of the <ref>MIntArray</ref> argument at a given position in the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MIntArray</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used in building the array. That argument will be taken as an integer count of the number of array elements which follow it. On success the index will be updated to point to the argument for the last array element (i.e. incremented by the number of elements). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MIntArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asDoubleArray(System.UInt32&amp;)">
      <summary>
        <para>Get the value of the <ref>MDoubleArray</ref> argument at a given position in the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MDoubleArray</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used in building the array. That argument will be taken as an integer count of the number of array elements which follow it. On success the index will be updated to point to the argument for the last array element (i.e. incremented by the number of elements). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.asStringArray(System.UInt32&amp;)">
      <summary>
        <para>Get the value of the <ref>MStringArray</ref> argument at a given position in the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MStringArray</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of the first argument to be used in building the array. That argument will be taken as an integer count of the number of array elements which follow it. On success the index will be updated to point to the argument for the last array element (i.e. incremented by the number of elements). On failure it will be updated to point to the argument where the failure occurred. </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.assign(Autodesk.Maya.OpenMaya.MArgList)">
      <param name="other">MArgList</param>
      <returns>Returns a MArgList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.flagIndex(System.String,System.String)">
      <summary>
        <para>Return the index entry of the requested flag, if it has been set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unsigned int index of the indicated argument if it has been set, kInvalidArgIndex otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="shortFlag">the short version of the flag </param>
      <param name="longFlag">the int version of the flag (if any)</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.flagIndex(System.String)">
      <summary>
        <para>Return the index entry of the requested flag, if it has been set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unsigned int index of the indicated argument if it has been set, kInvalidArgIndex otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="shortFlag">the short version of the flag </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(System.Boolean)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(System.Int32)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(System.Double)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(System.String)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.addArg(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Add a new bool argument to the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object is not writable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg">the new bool argument</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArgList.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgList.kInvalidArgIndex">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgList.length">
      <summary>
        <para>Returns the number of arguments in the arglist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of arguments in the arglist.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MArrayDataBuilder">
      <summary>
        <para>Array builder for arrays in data blocks. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MArrayDataBuilder</ref> is used to construct data for attributes/plugs that have an array of data. An array builder is used with an <ref>MArrayDataHandle</ref> for managing data. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Obsolete ... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.#ctor(Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Obsolete ... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="attribute">attribute for which we wish to build data </param>
      <param name="numElements">number of elements to allocate space for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.#ctor(Autodesk.Maya.OpenMaya.MDataBlock,Autodesk.Maya.OpenMaya.MObject,System.UInt32)">
      <summary>
        <para>Obsolete ... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="arg0">MDataBlock</param>
      <param name="attribute">attribute for which we wish to build data </param>
      <param name="arg2">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.#ctor(Autodesk.Maya.OpenMaya.MArrayDataBuilder)">
      <summary>
        <para>Obsolete ... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="other">MArrayDataBuilder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.getCPtr(Autodesk.Maya.OpenMaya.MArrayDataBuilder)">
      <param name="obj">MArrayDataBuilder</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.addLast()">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index of the element will be the current highest index + 1.</para>
        <para>
          <section>
            <para>The handle for the new element</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.addElement(System.UInt32)">
      <summary>
        <para>Adds a new element to the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle for the new element</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index at which we wish to add the new element </param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.addLastArray()">
      <summary>
        <para>Adds a new element to the end of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The added element is also an array. The index of the element will the current highest index + 1.</para>
        <para>
          <section>
            <para>The handle for the new array element</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.addElementArray(System.UInt32)">
      <summary>
        <para>Adds a new element to the array at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The added element is also an array.</para>
        <para>
          <section>
            <para>The handle for the new array element</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index at which we wish to add the new element </param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.removeElement(System.UInt32)">
      <summary>
        <para>Removes the specified element from the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Result status code</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid or remove the remove failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the element of the array to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.growArray(System.UInt32)">
      <summary>
        <para>Grows the array storage by the given amount. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Result status code</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="amount">the amount to grow the array by</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.setGrowSize(System.UInt32)">
      <summary>
        <para>Sets the grow size of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>As elements are added to the array, the builder will allocate memory in chunks. This method tells the builder how many elements to allocate each time it grows the array.</para>
        <para>
          <section>
            <para>Result status code</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="size">the number of elements to allocate when growing the array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.assign(Autodesk.Maya.OpenMaya.MArrayDataBuilder)">
      <param name="other">MArrayDataBuilder</param>
      <returns>Returns a MArrayDataBuilder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.get_elementCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataBuilder.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArrayDataBuilder.elementCount">
      <summary>
        <para>Returns the number of elements in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the object is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArrayDataBuilder.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MArrayDataHandle">
      <summary>
        <para>Data block handle for array data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MArrayDataHandle</ref> is a smart pointer into a data block (<ref>MDataBlock</ref>) that handles access to array data. <ref>MArrayDataHandle</ref> supports attributes that can have an array of data.</para>
        <para>The array indices do not have to be continuous. The array can be sparse. Thus, an array could have four elements with the indicies 1, 6, 8, and 10.</para>
        <para>
          <ref>MArrayDataHandle</ref> methods cannot be assumed to be threadsafe. The <ref>jumpToElement()</ref> method sets an internal pointer so definitely cannot be called by multiple threads simultaneously. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an new array data handle from the specified data handle.</para>
        <para>This method can be used to access an array attribute that is a child of a compound array. Example: weightList[].weights[]</para>
        <para>This method will only work for data handles to attributes that are arrays.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> source handle is null or is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.#ctor(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an new array data handle from the specified data handle.</para>
        <para>This method can be used to access an array attribute that is a child of a compound array. Example: weightList[].weights[]</para>
        <para>This method will only work for data handles to attributes that are arrays.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> source handle is null or is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.#ctor(Autodesk.Maya.OpenMaya.MArrayDataHandle)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an new array data handle from the specified data handle.</para>
        <para>This method can be used to access an array attribute that is a child of a compound array. Example: weightList[].weights[]</para>
        <para>This method will only work for data handles to attributes that are arrays.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> source handle is null or is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">MArrayDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.getCPtr(Autodesk.Maya.OpenMaya.MArrayDataHandle)">
      <param name="obj">MArrayDataHandle</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.inputValue()">
      <summary>
        <para>Gets a handle into this data block for the current array element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data represented by the handle will be valid. If the data is from an dirty connection, then the connection will be evaluated.</para>
        <para>It is important to note that you can not call inputValue on an element that is greater than the elementCount in this arrayDataHandle. That is, calls to inputValue must be protected by a call to elementCount to ensure the element exists. If this is not done, the call to inputValue will fail with an invalidParameter error.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Data handle for the current element's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> the requested element is out of range </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.outputValue()">
      <summary>
        <para>Gets a handle into this data block for the current array element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data is not guaranteed to be valid. Therefore, this handle should only be used for writing over the data.</para>
        <para>This method can also be used to retrieve handles to individual elements of non-datablock array handles, such as those returned by <ref>MPlug::getValue()</ref> and <ref>MPlug::asMDataHandle()</ref>.</para>
        <para>
          <section>
            <para>Data handle for the current element's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.inputArrayValue()">
      <summary>
        <para>Gets a handle into this data block for the current array element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used when the array elements are also arrays. The data represented by the handle will be valid. If the data is from an dirty connection, then the connection will be evailuated.</para>
        <para>It is important to note that you can not call inputArrayValue on an element that is greater than the elementCount in this arrayDataHandle. That is, calls to inputValue must be protected by a call to elementCount to ensure the element exists. If this is not done, the the call to inputArrayValue will fail with an invalidParameter error.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Data handle for the current element's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> the current item is not an array or the requested element is out of range. </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.outputArrayValue()">
      <summary>
        <para>Gets a handle into this data block for the current array element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used when the array elements are also arrays. The data is not guaranteed to be valid. Therefore, this handle should only be used for writing over the data.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Data handle for the current element's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> the current item is not an array </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.next()">
      <summary>
        <para>Advance to the next element in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These may be sparse arrays so the next consecutive element may not necessarily have a consecutive index.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if there was a next element </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the object is invalid or there is no next element </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.elementCount()">
      <summary>
        <para>Returns the number of elements in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.elementIndex()">
      <summary>
        <para>Returns the index that we are currently at in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is possible for the index to be invalid, in which case the return status will report an error. These may be sparse arrays so the element index returned will be a logical index.</para>
        <para>
          <section>
            <para>The current element's logical index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> current element has an invalid index, or this function set has an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.jumpToElement(System.UInt32)">
      <summary>
        <para>Jump to a specific element in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The array is sparse, so the indices may not be consecutive. <example>
** code example not available in .NET **
</example> sparse. Jumping to an element is done through a binary search.</para>
      </remarks>
      <param name="index">the logical index to jump to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.jumpToArrayElement(System.UInt32)">
      <summary>
        <para>Jump to a specific array element in the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be used to iterate over the entire array.</para>
        <para>NOTE: Jumping to an array element does not require a search, since the array indices are non-sparse. The <ref>MArrayDataHandle::elementIndex()</ref> method can be used to determine the logical index related to the current array index.</para>
      </remarks>
      <param name="position">the array position to jump to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.setClean()">
      <summary>
        <para>Marks the data that is represented by this handle as being clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be done after recalculating the data from the inputs.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.setAllClean()">
      <summary>
        <para>Marks every element of the array attribute represented by the handle as clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if a compute function is asked to compute a single element of a multi, but instead calculates all the elements. Calling <em>setAllClean</em> in this situation will prevent further calls to the node's compute method for the other elements of the multi.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.builder()">
      <summary>
        <para>Returns a builder for this handle's array so that it can be expanded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will fail if the current array does not support array data builders. This can be changed in a node's initialize routine using the setUsesArrayDataBuilder method in <ref>MFnAttribute</ref>.</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>The builder object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> This item does not support array data builders </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MArrayDataBuilder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.set(Autodesk.Maya.OpenMaya.MArrayDataBuilder)">
      <summary>
        <para>Sets the data for this array from the data in the builder object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data handle that this arrayDataHandle represents must come from a valid data block, such as one returned from one of the <ref>MDataBlock</ref> methods like <ref>MDataBlock::inputValue()</ref>. If a data handle created and returned from <ref>MPlug::getValue()</ref> or <ref>MPlug::asMDataHandle()</ref> is passed to this arrayDataHandle, then the use of this method will be invalid.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> the builder passed is invalid </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="builder">the builder object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.assign(Autodesk.Maya.OpenMaya.MArrayDataHandle)">
      <param name="other">MArrayDataHandle</param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MArrayDataHandle.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArrayDataHandle.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MNodeMessage+AttributeMessage,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="inMsg">AttributeMessage</param>
      <param name="inPlug">MPlug</param>
      <param name="inOtherPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs)">
      <param name="obj">MAttr2PlugFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.get_msg()">
      <returns>Returns a AttributeMessage.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.get_otherPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.msg" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.plug" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttr2PlugFunctionArgs.otherPlug" />
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeIndex">
      <summary>
        <para>The index information for an attribute specification. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class that provides access to the index part of an attribute specification (<ref>MAttributeSpec</ref>).</para>
        <para>See <ref>MAttributeSpec</ref> for more information. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.#ctor(Autodesk.Maya.OpenMaya.MAttributeIndex)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="other">MAttributeIndex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.#ctor(System.Int32)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.#ctor(System.Double)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getCPtr(Autodesk.Maya.OpenMaya.MAttributeIndex)">
      <param name="obj">MAttributeIndex</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getLower(System.Int32&amp;)">
      <summary>
        <para>Return the lower bound for this object or false if 1) the type does not match the argument type or 2) there is no lower bound. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(both of which can be tested for using other methods on this class).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">lower bound value is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getLower(System.Double&amp;)">
      <summary>
        <para>Return the lower bound for this object or false if 1) the type does not match the argument type or 2) there is no lower bound. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(both of which can be tested for using other methods on this class).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">lower bound value is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getUpper(System.Int32&amp;)">
      <summary>
        <para>Return the upper bound for this object or false if 1) the type does not match the argument type or 2) there is no upper bound. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(both of which can be tested for using other methods on this class).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">upper bound value is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getUpper(System.Double&amp;)">
      <summary>
        <para>Return the upper bound for this object or false if 1) the type does not match the argument type or 2) there is no upper bound. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(both of which can be tested for using other methods on this class).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">upper bound value is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getValue(System.Int32&amp;)">
      <summary>
        <para>Return the current value of the index or false if 1) the type does not match the argument type or 2) the index is a range or 3) the index is unbounded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">value of the index is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.getValue(System.Double&amp;)">
      <summary>
        <para>Return the current value of the index or false if 1) the type does not match the argument type or 2) the index is a range or 3) the index is unbounded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">value of the index is returned through this parameter.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setType(Autodesk.Maya.OpenMaya.MAttributeIndex+MIndexType)">
      <summary>
        <para>Sets the type of attribute index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid index types are kInteger and kFloat.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the index type was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid index type specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">the index type to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setValue(System.Int32)">
      <summary>
        <para>Sets the index value of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setValue(System.Double)">
      <summary>
        <para>Sets the index value of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setLower(System.Int32)">
      <summary>
        <para>Sets the lower bounds of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setLower(System.Double)">
      <summary>
        <para>Sets the lower bounds of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setUpper(System.Int32)">
      <summary>
        <para>Sets the upper bounds of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.setUpper(System.Double)">
      <summary>
        <para>Sets the upper bounds of this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the value was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> error setting value </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.assign(Autodesk.Maya.OpenMaya.MAttributeIndex)">
      <param name="other">MAttributeIndex</param>
      <returns>Returns a MAttributeIndex.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.equalEqual(Autodesk.Maya.OpenMaya.MAttributeIndex)">
      <param name="other">MAttributeIndex</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.notEqual(Autodesk.Maya.OpenMaya.MAttributeIndex)">
      <param name="other">MAttributeIndex</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.set_type(Autodesk.Maya.OpenMaya.MAttributeIndex+MIndexType)">
      <param name="value">MIndexType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_type()">
      <returns>Returns a MIndexType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_hasRange()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_hasValidRange()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_hasLowerBound()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_hasUpperBound()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_isBounded()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeIndex.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.type">
      <summary>
        <para>Returns the type of attribute index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid index types are kInteger and kFloat.</para>
        <para>
          <section>
            <para>The index type </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the type of attribute index. </para>
      </summary>
      <remarks>
        <para>Valid index types are kInteger and kFloat.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the index type was set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid index type specified </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.hasRange">
      <summary>
        <para>Return true if a range was specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note: false will be returned for an unbounded range which can be tested using the hasBound method.</para>
        <para>
          <section>
            <para>Boolean indicating whether the range exists or not. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.hasValidRange">
      <summary>
        <para>Return true if upper value is greater than lower value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean indicating whether the range is valid or not. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.hasLowerBound">
      <summary>
        <para>Return true if if there is a lower bound specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean to indicate if there is a lower bound. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.hasUpperBound">
      <summary>
        <para>Return true if if there is an upper bound specified. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean to indicate if there is an upper bound. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.isBounded">
      <summary>
        <para>Returns true if this object is bounded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>boolean indicating if the object is bounded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeIndex.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType">
      <summary>
        <para>Data types for attribute indices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType.kInteger">
      <summary>
        <para>Integer index (e.g. </para>
      </summary>
      <remarks>
        <para>mesh.cp[5]) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType.kFloat">
      <summary>
        <para>Floating-poing index (e.g. </para>
      </summary>
      <remarks>
        <para>curve.u[1.3]) </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType">
      <summary>
        <para>Data types for attribute indices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType.kInteger">
      <summary>
        <para>Integer index (e.g. </para>
      </summary>
      <remarks>
        <para>mesh.cp[5]) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeIndex.MIndexType.kFloat">
      <summary>
        <para>Floating-poing index (e.g. </para>
      </summary>
      <remarks>
        <para>curve.u[1.3]) </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributePattern">
      <summary>
        <para>The pattern of an attribute tree that can be applied to nodes or node classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class that provides a pattern of attributes to be applied to nodes as dynamic attributes or to node classes as extension attributes.</para>
        <para>An attribute pattern is a pattern describing an attribute tree. In the simplest implementation it can just store an internal copy of the tree to be applied. The code to apply the attribute patterns will use the <ref>rootAttr()</ref> and <ref>rootAttrCount()</ref> methods to iterate through the list of top level attributes to be applied. It presumes that if they are compounds then their children will already be parented properly.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>When creating the pattern from inside <ref>MPxAttributePatternFactory</ref> you add only the root level attributes, i.e. the attributes without parents. As a simple example if your pattern factory has data that specifies creating a pattern with one integer attribute and one compound with three float children the code would like something like this.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default <ref>MAttributePattern</ref> object has no internal Maya object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.#ctor()">
      <summary>
        <para>Default <ref>MAttributePattern</ref> object has no internal Maya object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.#ctor(System.String)">
      <summary>
        <para>Default <ref>MAttributePattern</ref> object has no internal Maya object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.#ctor(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <summary>
        <para>Default <ref>MAttributePattern</ref> object has no internal Maya object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rhs">MAttributePattern</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.getCPtr(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="obj">MAttributePattern</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.assign(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="rhs">MAttributePattern</param>
      <returns>Returns a MAttributePattern.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.equalEqual(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <param name="rhs">MAttributePattern</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.findPattern(System.String)">
      <summary>
        <para>Look up an existing pattern by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pattern with the given name, NULL if not found </para>
          </section>
        </para>
      </remarks>
      <param name="name">The name of the pattern to be found</param>
      <returns>Returns a MAttributePattern.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.attrPattern(System.UInt32)">
      <summary>
        <para>Look up an existing pattern by index value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pattern with the given index, NULL if out of range </para>
          </section>
        </para>
      </remarks>
      <param name="n">The index in the global list of the pattern to be found</param>
      <returns>Returns a MAttributePattern.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.rootAttr(System.UInt32)">
      <summary>
        <para>Get a single root-level attribute from this pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The idx'th root attribute present in the pattern.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There is no attribute at the given index. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="idx">Index of the root-level attribute in the pattern's list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.removeRootAttr(System.UInt32)">
      <summary>
        <para>Remove a single root attribute and its children from the pattern by index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="idx">Index of the root attribute to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.removeRootAttr(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove a single root attribute and its children from the pattern by index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="attr">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.addRootAttr(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new root attribute to the pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="attr">Attribute to be added to this pattern.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.get_attrPatternCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.get_rootAttrCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePattern.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePattern.attrPatternCount">
      <summary>
        <para>Get the number of patterns currently known. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of patterns that have been created. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePattern.name">
      <summary>
        <para>Get the name of this pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this pattern.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The name was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePattern.rootAttrCount">
      <summary>
        <para>Get the number of top level attributes present in this pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of root attributes present in this pattern</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The count was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePattern.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeSpec">
      <summary>
        <para>An attribute specification. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class that encapsulates component/attribute information for generating selection items.</para>
        <para>This class is used by <ref>MPxSurfaceShape::matchComponent</ref> for validating attributes specified as strings and converting that specification to a component object.</para>
        <para>The attribute specification ".foo.bar[3].x" would be expressed like this (using a pseudo-structure description):</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.#ctor(System.String)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.#ctor(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="other">MAttributeSpec</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.getCPtr(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="obj">MAttributeSpec</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MAttributeIndex.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.assign(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="rhs">MAttributeSpec</param>
      <returns>Returns a MAttributeSpec.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.equalEqual(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <param name="other">MAttributeSpec</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.set_dimensions(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpec.get_dimensions()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpec.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpec.name">
      <summary>
        <para>Returns the attribute name part of the specification. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The attribute name </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the attribute name part of the specification. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpec.dimensions">
      <summary>
        <para>Returns the dimension of the attribute specification. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For array attributes the dimension is &gt; 0.</para>
        <para>
          <section>
            <para>The attributes dimension </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the dimension of the attribute specification. </para>
      </summary>
      <remarks>
        <para>Array attribute dimensions are &gt; 0.</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MNodeMessage+AttributeMessage,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="inMsg">AttributeMessage</param>
      <param name="inPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs)">
      <param name="obj">MAttrPlugFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.get_msg()">
      <returns>Returns a AttributeMessage.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.msg" />
    <member name="P:Autodesk.Maya.OpenMaya.MAttrPlugFunctionArgs.plug" />
    <member name="T:Autodesk.Maya.OpenMaya.MBasicFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MBasicFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBasicFunctionArgs.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MBasicFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MBasicFunctionArgs)">
      <param name="obj">MBasicFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBasicFunctionArgs.Dispose()" />
    <member name="T:Autodesk.Maya.OpenMaya.MBoundingBox">
      <summary>
        <para>Implementation of a 3D bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides an implementation of a bounding box. A bounding box describes a volume in space that bounds a piece of geometry. The box is defined by two points which describe the minimum and maximum corners of the box. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty bounding box. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty bounding box. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.#ctor(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty bounding box. </para>
      </remarks>
      <param name="src">MBoundingBox</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.#ctor(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty bounding box. </para>
      </remarks>
      <param name="corner1">MPoint</param>
      <param name="corner2">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.getCPtr(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <param name="obj">MBoundingBox</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.clear()">
      <summary>
        <para>Empties the current bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.transformUsing(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Apply the given transformation to this bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="matrix">transformation matrix </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.expand(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Expand the bounding box to include the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="point">new point to include in the bounding box. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.expand(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <summary>
        <para>Expand the bounding box to include the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="box">MBoundingBox</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.contains(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Returns true if the bounding box contains the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the point is contained in this bounding box </para>
          </section>
        </para>
      </remarks>
      <param name="point">point to check for inclusion in this bounding box</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.intersects(Autodesk.Maya.OpenMaya.MBoundingBox,System.Double)">
      <summary>
        <para>Returns true if the bounding box intersects another given bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the bounding boxes intersect </para>
          </section>
        </para>
      </remarks>
      <param name="box">bounding box to check for intersection </param>
      <param name="tol">tolerance of the intersection check</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.intersects(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <summary>
        <para>Returns true if the bounding box intersects another given bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the bounding boxes intersect </para>
          </section>
        </para>
      </remarks>
      <param name="box">bounding box to check for intersection </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.assign(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <param name="other">MBoundingBox</param>
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_width()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_height()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_depth()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_center()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_min()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MBoundingBox.get_max()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.width">
      <summary>
        <para>Returns the width of the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The width of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.height">
      <summary>
        <para>Returns the height of the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The height of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.depth">
      <summary>
        <para>Returns the depth of the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The depth of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.center">
      <summary>
        <para>Returns the center of the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.min">
      <summary>
        <para>Returns the minimum point for the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is the point whose x, y, and z components represent the bounding box's minimum value in each dimension.</para>
        <para>
          <section>
            <para>The minimum point of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MBoundingBox.max">
      <summary>
        <para>Returns the maximum point for the bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is the point whose x, y, and z components represent the bounding box's maximum value in each dimension.</para>
        <para>
          <section>
            <para>The maximum point of the bounding box </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription">
      <summary>
        <para>Cache format description. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MCacheFormatDescription</ref> is a utility class used by <ref>MPxCacheFormat</ref> when implementing custom cache plug-ins that define their own handling of the cache format (usually provided by Maya's own xml format). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getCPtr(Autodesk.Maya.OpenMaya.MCacheFormatDescription)">
      <param name="obj">MCacheFormatDescription</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.setDistribution(Autodesk.Maya.OpenMaya.MCacheFormatDescription+CacheFileDistribution)">
      <summary>
        <para>Set up the cache format when reading the description file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Set the distribution.</para>
        <para />
      </remarks>
      <param name="distribution">the distribution to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.addDescriptionInfo(System.String)">
      <summary>
        <para>Add a descriptive string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="info">the string to add </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.addChannel(System.String,System.String,Autodesk.Maya.OpenMaya.MCacheFormatDescription+CacheDataType,Autodesk.Maya.OpenMaya.MCacheFormatDescription+CacheSamplingType,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Add a channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the added channel.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the channel was successfully added </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="channelName">the new channel's name </param>
      <param name="interpretation">the new channel's interpretation </param>
      <param name="dataType">the new channel's data type </param>
      <param name="samplingType">the new channel's sampling type </param>
      <param name="samplingRate">the new channel's sampling rate </param>
      <param name="startTime">the new channel's start time </param>
      <param name="endTime">the new channel's end time </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getDistribution()">
      <summary>
        <para>Get information about the format in order to write the description file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the distribution.</para>
        <para>
          <section>
            <para>the distribution value </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a CacheFileDistribution.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getStartAndEndTimes(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Get the start and end times. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="startTime">the start time </param>
      <param name="endTime">the end time </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getDescriptionInfo(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the descriptive strings.</para>
        <para />
      </remarks>
      <param name="info">the array of descriptive strings </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getDescriptionInfo()">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the descriptive strings.</para>
        <para />
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelName(System.UInt32)">
      <summary>
        <para>Get a channel's name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's name </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelInterpretation(System.UInt32)">
      <summary>
        <para>Get a channel's intepretation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's intepretation </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelDataType(System.UInt32)">
      <summary>
        <para>Get a channel's data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's data type </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a CacheDataType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelSamplingType(System.UInt32)">
      <summary>
        <para>Get a channel's sampling type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's sampling type </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a CacheSamplingType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelSamplingRate(System.UInt32)">
      <summary>
        <para>Get a channel's sampling rate. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's sampling rate </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelStartTime(System.UInt32)">
      <summary>
        <para>Get a channel's start time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's start time </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.getChannelEndTime(System.UInt32)">
      <summary>
        <para>Get a channel's end time. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the channel's end time </para>
          </section>
        </para>
      </remarks>
      <param name="channelIndex">the index of the channel to be queried</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.set_timePerFrame(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.get_timePerFrame()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.get_numChannels()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCacheFormatDescription.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCacheFormatDescription.timePerFrame">
      <summary>
        <para>Get the time per frame. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the time per frame </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the time per frame. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCacheFormatDescription.numChannels">
      <summary>
        <para>Get the number of channels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the number of channels </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCacheFormatDescription.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution">
      <summary>
        <para>Cache file distribution types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kNoFile">
      <summary>
        <para>just memory cache </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kOneFile">
      <summary>
        <para>one file for all frames </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kOneFilePerFrame">
      <summary>
        <para>one file per frame </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType">
      <summary>
        <para>Cache file data types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kUnknownData">
      <summary>
        <para>unknown data </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDouble">
      <summary>
        <para>a single double value </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDoubleArray">
      <summary>
        <para>an array of double values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDoubleVectorArray">
      <summary>
        <para>an array of double vector values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kInt32Array">
      <summary>
        <para>an array of int32 values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kFloatArray">
      <summary>
        <para>an array of float values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kFloatVectorArray">
      <summary>
        <para>an array of float vector values </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType">
      <summary>
        <para>Cache file sampling types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType.kRegular">
      <summary>
        <para>regular sampling </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType.kIrregular">
      <summary>
        <para>irregular sampling </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution">
      <summary>
        <para>Cache file distribution types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kNoFile">
      <summary>
        <para>just memory cache </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kOneFile">
      <summary>
        <para>one file for all frames </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheFileDistribution.kOneFilePerFrame">
      <summary>
        <para>one file per frame </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType">
      <summary>
        <para>Cache file data types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kUnknownData">
      <summary>
        <para>unknown data </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDouble">
      <summary>
        <para>a single double value </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDoubleArray">
      <summary>
        <para>an array of double values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kDoubleVectorArray">
      <summary>
        <para>an array of double vector values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kInt32Array">
      <summary>
        <para>an array of int32 values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kFloatArray">
      <summary>
        <para>an array of float values </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheDataType.kFloatVectorArray">
      <summary>
        <para>an array of float vector values </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType">
      <summary>
        <para>Cache file sampling types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType.kRegular">
      <summary>
        <para>regular sampling </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCacheFormatDescription.CacheSamplingType.kIrregular">
      <summary>
        <para>irregular sampling </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,System.UInt32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <param name="inCameraSetNode">MObject</param>
      <param name="inMultiIndex">UInt32</param>
      <param name="inOldCamera">MObject</param>
      <param name="inNewCamera">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs)">
      <param name="obj">MCameraLayerCameraFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.get_cameraSetNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.get_multiIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.get_oldCamera()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.get_newCamera()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.cameraSetNode" />
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.multiIndex" />
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.oldCamera" />
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs.newCamera" />
    <member name="T:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,System.UInt32,System.Boolean)">
      <param name="inCameraSetNode">MObject</param>
      <param name="inMultiIndex">UInt32</param>
      <param name="inAdded">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs)">
      <param name="obj">MCameraLayerFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.get_cameraSetNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.get_multiIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.get_added()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.cameraSetNode" />
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.multiIndex" />
    <member name="P:Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs.added" />
    <member name="T:Autodesk.Maya.OpenMaya.MCameraSetMessage">
      <summary>
        <para>CameraSet messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks with cameraSet specific event types.</para>
        <para>Using the addCallback() methods, a function can be registered that will be executed whenever the specific message/event occurs.</para>
        <para>To remove a callback, use <ref>MMessage::removeCallback()</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.getCPtr(Autodesk.Maya.OpenMaya.MCameraSetMessage)">
      <param name="obj">MCameraSetMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.add_CameraLayer(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.remove_CameraLayer(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCameraLayerFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.add_CameraChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.remove_CameraChanged(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCameraLayerCameraFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCameraSetMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCameraSetMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.#ctor(System.Boolean,Autodesk.Maya.OpenMaya.MFileObject)">
      <param name="inAbort">Boolean</param>
      <param name="inFileObject">MFileObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs)">
      <param name="obj">MCheckFileFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.set_bAbort(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.get_bAbort()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.get_fileObject()">
      <returns>Returns a MFileObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.bAbort" />
    <member name="P:Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs.fileObject" />
    <member name="T:Autodesk.Maya.OpenMaya.MCheckFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.#ctor(System.Boolean)">
      <param name="inAbort">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MCheckFunctionArgs)">
      <param name="obj">MCheckFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.set_bAbort(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.get_bAbort()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCheckFunctionArgs.bAbort" />
    <member name="T:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.#ctor(System.Boolean,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="inRetCode">Boolean</param>
      <param name="inPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs)">
      <param name="obj">MCheckPlugFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.set_retCode(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.get_retCode()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.retCode" />
    <member name="P:Autodesk.Maya.OpenMaya.MCheckPlugFunctionArgs.plug" />
    <member name="T:Autodesk.Maya.OpenMaya.MColor">
      <summary>
        <para>A color math class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to store values of color attributes. Right now, this class provides no more functionality than the MFltVector class, but it is used because Rendering plans to employ more advanced color models in the future. In these models, colors cannot necessarily be represented as an RGB triple. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor()">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="src">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="rr">Single</param>
      <param name="gg">Single</param>
      <param name="bb">Single</param>
      <param name="aa">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.Single,System.Single,System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="rr">Single</param>
      <param name="gg">Single</param>
      <param name="bb">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.Single,System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="rr">Single</param>
      <param name="gg">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.Single[])">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="d">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="alpha">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Byte,System.Byte,System.Byte,System.Byte)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Byte</param>
      <param name="c2">Byte</param>
      <param name="c3">Byte</param>
      <param name="alpha">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Byte,System.Byte,System.Byte)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Byte</param>
      <param name="c2">Byte</param>
      <param name="c3">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">UInt16</param>
      <param name="c2">UInt16</param>
      <param name="c3">UInt16</param>
      <param name="alpha">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.UInt16,System.UInt16,System.UInt16)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">UInt16</param>
      <param name="c2">UInt16</param>
      <param name="c3">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Single</param>
      <param name="c2">Single</param>
      <param name="c3">Single</param>
      <param name="alpha">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single,System.Single,System.Single)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Single</param>
      <param name="c2">Single</param>
      <param name="c3">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Double</param>
      <param name="c2">Double</param>
      <param name="c3">Double</param>
      <param name="alpha">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.#ctor(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Double,System.Double,System.Double)">
      <summary>
        <para>Default class contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the object to a black opaque color. </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="c1">Double</param>
      <param name="c2">Double</param>
      <param name="c3">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.getCPtr(Autodesk.Maya.OpenMaya.MColor)">
      <param name="obj">MColor</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set_Item(System.Int32,System.Single)">
      <param name="index">Int32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.assign(Autodesk.Maya.OpenMaya.MColor)">
      <param name="src">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.multiplyEqual(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.multiply(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.multiplyEqual(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.multiply(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.divideEqual(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.divide(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.plusEqual(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.plus(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.minus()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.minus(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.equalEqual(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.notEqual(Autodesk.Maya.OpenMaya.MColor)">
      <param name="other">MColor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get(System.Single[])">
      <summary>
        <para>Color component accessor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Extracts the r, g, and b components of the color and places them in elements 0, 1, and 2 of the float array passed.</para>
        <para>
          <section>
            <para>Always returns bool true. </para>
          </section>
        </para>
      </remarks>
      <param name="d">The array of 3 floats into which the results are placed.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Color component accessor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Extracts the r, g, and b components of the color and places them in elements 0, 1, and 2 of the float array passed.</para>
        <para>
          <section>
            <para>Always returns bool true. </para>
          </section>
        </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="arg1">Single&amp;</param>
      <param name="arg2">Single&amp;</param>
      <param name="arg3">Single&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Color component accessor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Extracts the r, g, and b components of the color and places them in elements 0, 1, and 2 of the float array passed.</para>
        <para>
          <section>
            <para>Always returns bool true. </para>
          </section>
        </para>
      </remarks>
      <param name="colorModel">MColorType</param>
      <param name="arg1">Single&amp;</param>
      <param name="arg2">Single&amp;</param>
      <param name="arg3">Single&amp;</param>
      <param name="alpha">Single&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Color component assigment. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the values of the color components using the specified color model.</para>
        <para>
          <section>
            <para>Always returns bool true. </para>
          </section>
        </para>
      </remarks>
      <param name="colorModel">The color model. </param>
      <param name="arg1">Single</param>
      <param name="arg2">Single</param>
      <param name="arg3">Single</param>
      <param name="alpha">Alpha component of color.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set(Autodesk.Maya.OpenMaya.MColor+MColorType,System.Single,System.Single,System.Single)">
      <summary>
        <para>Color component assigment. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the values of the color components using the specified color model.</para>
        <para>
          <section>
            <para>Always returns bool true. </para>
          </section>
        </para>
      </remarks>
      <param name="colorModel">The color model. </param>
      <param name="arg1">Single</param>
      <param name="arg2">Single</param>
      <param name="arg3">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_kOpaqueBlack()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set_r(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_r()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set_g(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_g()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set_b(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_b()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.set_a(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColor.get_a()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MColor.kOpaqueBlack">
      <summary>
        <para>Opaque black color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.r">
      <summary>
        <para>The red component of the color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.g">
      <summary>
        <para>The green component of the color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.b">
      <summary>
        <para>The blue component of the color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.a">
      <summary>
        <para>The alpha component of the color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MColor.MColorType">
      <summary>
        <para>Defines color space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kRGB">
      <summary>
        <para>Red, Green, Blue. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kHSV">
      <summary>
        <para>Hue, Saturation, Value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kCMY">
      <summary>
        <para>Cyan, Magenta, Yellow. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kCMYK">
      <summary>
        <para>Cyan, Magenta, Yellow, Black. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MColor.MColorType">
      <summary>
        <para>Defines color space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kRGB">
      <summary>
        <para>Red, Green, Blue. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kHSV">
      <summary>
        <para>Hue, Saturation, Value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kCMY">
      <summary>
        <para>Cyan, Magenta, Yellow. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MColor.MColorType.kCMYK">
      <summary>
        <para>Cyan, Magenta, Yellow, Black. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandMessage">
      <summary>
        <para>Helper class to handle MEL output. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register for a callback for when certain MEL command related messages are generated.</para>
        <para>The add callback method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>.</para>
        <para>All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error.</para>
        <para>
          <section>
            <para>Setting up a callback using the <ref>addCommandCallback()</ref> method may degrade the performance of Maya since the installed callback will be invoked repeatedly as MEL operations are processed. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.getCPtr(Autodesk.Maya.OpenMaya.MCommandMessage)">
      <param name="obj">MCommandMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.add_Command(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.remove_Command(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.add_CommandOutput(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.remove_CommandOutput(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.add_CommandOutputFilter(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.remove_CommandOutputFilter(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.add_dProc(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.remove_dProc(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCommandMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType">
      <summary>
        <para>Types of output messages. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kHistory">
      <summary>
        <para>Command history. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kDisplay">
      <summary>
        <para>String to display unmodified. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kInfo">
      <summary>
        <para>General information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kWarning">
      <summary>
        <para>Warning message. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kError">
      <summary>
        <para>Error message. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kResult">
      <summary>
        <para>Result from a command execution in the command window. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kStackTrace">
      <summary>
        <para>Stack trace. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType.kMELProc">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType.kMELCommand">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType">
      <summary>
        <para>Types of output messages. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kHistory">
      <summary>
        <para>Command history. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kDisplay">
      <summary>
        <para>String to display unmodified. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kInfo">
      <summary>
        <para>General information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kWarning">
      <summary>
        <para>Warning message. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kError">
      <summary>
        <para>Error message. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kResult">
      <summary>
        <para>Result from a command execution in the command window. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MessageType.kStackTrace">
      <summary>
        <para>Stack trace. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType.kMELProc">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandMessage.MProcType.kMELCommand">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandResult">
      <summary>
        <para>Result returned from executing a command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MCommandResult</ref> collects the result returned by <ref>MGlobal::executeCommand</ref>. It can either be an int or an array of int or a double or an array of double or a string or an array of string. Use resultType to find out its type and use the appropriate getResult method to retrieve the result. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor for <ref>MCommandResult</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.#ctor()">
      <summary>
        <para>Constructor for <ref>MCommandResult</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getCPtr(Autodesk.Maya.OpenMaya.MCommandResult)">
      <param name="obj">MCommandResult</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(System.Int32&amp;)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(System.Double&amp;)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(System.String&amp;)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.getResult(Autodesk.Maya.OpenMaya.MDoubleArray,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Retrieves the command result which is an int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">Storage for the command result</param>
      <param name="numRows">output Int32&amp;</param>
      <param name="numColumns">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.get_resultType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.get_stringResult()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCommandResult.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCommandResult.resultType">
      <summary>
        <para>Returns the type of the result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MCommandResult::kInt</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kIntArray</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kDouble</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kDoubleArray</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kString</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kStringArray</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kVector</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kVectorArray</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kMatrix</ref>
                  </para>
                </item>
                <item>
                  <para>
                    <ref>MCommandResult::kInvalid</ref>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCommandResult.stringResult">
      <summary>
        <para>Retrieves the command result which is a string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The command result</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCommandResult.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandResult.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kInt">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kIntArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kDoubleArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kStringArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kVector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kVectorArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kMatrixArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCommandResult.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kInt">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kIntArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kDoubleArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kStringArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kVector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kVectorArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MCommandResult.Type.kMatrixArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MComponentFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MUintArray,System.UInt32)">
      <param name="inComponentIds">MUintArray</param>
      <param name="inCount">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MComponentFunctionArgs)">
      <param name="obj">MComponentFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.set_componentIds(Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="value">MUintArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.get_componentIds()">
      <returns>Returns a MUintArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.get_count()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.componentIds" />
    <member name="P:Autodesk.Maya.OpenMaya.MComponentFunctionArgs.count" />
    <member name="T:Autodesk.Maya.OpenMaya.MComputation">
      <summary>
        <para>Interupt monitor for long computations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MComputation</ref> allows long computations to check for user interrupts. It is very simple to use. Create a new <em><ref>MComputation</ref></em> object and call the <em>beginComputation</em> method at the beginning of the computation and call the <em>endComputation</em> method when you finish. Then, during the computation, use the <em>isInterruptRequested</em> method to check if the user has requested that the computation terminate.</para>
        <para>
          <b>Example:</b> (of a simple traversal)</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor for <ref>MComputation</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Instantiate an <ref>MComputation</ref> before entering a long computation that should be interruptible. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.#ctor()">
      <summary>
        <para>Constructor for <ref>MComputation</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Instantiate an <ref>MComputation</ref> before entering a long computation that should be interruptible. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.getCPtr(Autodesk.Maya.OpenMaya.MComputation)">
      <param name="obj">MComputation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.beginComputation()">
      <summary>
        <para>Mark the beginning of a long computation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The application will begin looking for user interupts. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.endComputation()">
      <summary>
        <para>Mark the ending of a long computation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The application will stop looking for user interupts. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.get_isInterruptRequested()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MComputation.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MComputation.isInterruptRequested">
      <summary>
        <para>Query whether a user-interrupt has occurred. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if an interrupt has occurred </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MComputation.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MConditionMessage">
      <summary>
        <para>Condition change messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for changes to specific conditions.</para>
        <para>The addConditionCallback method will add callback a callback for condition changed messages.</para>
        <para>The first parameter passed to the addConditionCallback method is the name of the condition that will trigger the callback. The list of available condition names can be retrieved by calling the getConditionNames method or by using the -listConditions flag on the <a href="../Commands/scriptJob.html">scriptJob</a> command.</para>
        <para>Callbacks that are registered for conditions will be passed a bool value as a parameter. This value indicates the new state of the condition.</para>
        <para>The addConditionCallback method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>.</para>
        <para>All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error.</para>
        <para>The getConditionState method is used to return the current state of the specified condition. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.getCPtr(Autodesk.Maya.OpenMaya.MConditionMessage)">
      <param name="obj">MConditionMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.getConditionNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method returns the list of available condition names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error retrieving condition names </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="names">set to the array of available condition names.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.getConditionState(System.String)">
      <summary>
        <para>This method returns the current state of a condition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current state of the condition.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> The named condition could not be found </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error retrieving condition state </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the condition. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConditionMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConditionMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MConditionMessage.Condition" />
    <member name="T:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.String,System.String)">
      <param name="inSrcPlug">MPlug</param>
      <param name="inDestPlug">MPlug</param>
      <param name="inSrcPlugName">String</param>
      <param name="inDstPlugName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MConnFailFunctionArgs)">
      <param name="obj">MConnFailFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.get_srcPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.get_destPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.get_srcPlugName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.get_dstPlugName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.srcPlug" />
    <member name="P:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.destPlug" />
    <member name="P:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.srcPlugName" />
    <member name="P:Autodesk.Maya.OpenMaya.MConnFailFunctionArgs.dstPlugName" />
    <member name="T:Autodesk.Maya.OpenMaya.MContainerMessage">
      <summary>
        <para>Container-related messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The container node in Maya bundles together a group of related nodes. The user can then publish attribute names to the container, and bind attributes from nodes in the container to the published names.</para>
        <para>
          <ref>MContainerMessage</ref> class allows the API user to register callbacks that inform them about changes to published attributes on containers.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.getCPtr(Autodesk.Maya.OpenMaya.MContainerMessage)">
      <param name="obj">MContainerMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.add_PublishAttr(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.remove_PublishAttr(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.add_BoundAttr(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.remove_BoundAttr(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MContainerMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MContainerMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagMessage">
      <summary>
        <para>Dependency graph messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for dependency graph messages.</para>
        <para>There are 6 types of add callback methods which will add callbacks for the following messages <example>
** code example not available in .NET **
</example></para>
        <para>Methods exist to register callbacks for every time any DAG node is affected as well as methods that work on specific nodes. Each method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error.</para>
        <para>NOTE: It is possible to get Parent Added and Child Added messages before the node name has been set. This can happen if the node is newly created. Additionally, the <ref>MDagPath</ref> string path names passed to the callback may not be set as yet if the node has not been added to the model. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.getCPtr(Autodesk.Maya.OpenMaya.MDagMessage)">
      <param name="obj">MDagMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ParentAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ParentAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ParentRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ParentRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildReorderedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildReorderedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_AllDagChangesEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_AllDagChangesEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_InstanceAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_InstanceAddedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_InstanceRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_InstanceRemovedEvent(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ParentAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ParentAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ParentRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ParentRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_ChildReordered(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_ChildReordered(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_InstanceAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_InstanceAdded(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.add_InstanceRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.remove_InstanceRemoved(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage">
      <summary>
        <para>The type of DAG changed messages that have occurred. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kParentAdded">
      <summary>
        <para>a dummy enum used for looping through the message types </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kParentRemoved">
      <summary>
        <para>a parent was removed from a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildAdded">
      <summary>
        <para>a child was added to a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildRemoved">
      <summary>
        <para>a child was removed from a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildReordered">
      <summary>
        <para>a child of a DAG node was reordered </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInstanceAdded">
      <summary>
        <para>a DAG node was instanced </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInstanceRemoved">
      <summary>
        <para>a DAG node instance was removed </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kLast">
      <summary>
        <para>last value of the enum </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInvalidMsg">
      <summary>
        <para>an invalid message was used. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScale">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearXY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearXZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearYZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShear">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivot">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivot">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotTrans">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotTrans">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrient">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrder">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage">
      <summary>
        <para>The type of DAG changed messages that have occurred. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kParentAdded">
      <summary>
        <para>a dummy enum used for looping through the message types </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kParentRemoved">
      <summary>
        <para>a parent was removed from a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildAdded">
      <summary>
        <para>a child was added to a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildRemoved">
      <summary>
        <para>a child was removed from a DAG node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kChildReordered">
      <summary>
        <para>a child of a DAG node was reordered </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInstanceAdded">
      <summary>
        <para>a DAG node was instanced </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInstanceRemoved">
      <summary>
        <para>a DAG node instance was removed </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kLast">
      <summary>
        <para>last value of the enum </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.DagMessage.kInvalidMsg">
      <summary>
        <para>an invalid message was used. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScale">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearXY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearXZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShearYZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kShear">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslateZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kTranslation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivot">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivot">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScaleTransZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kScalePivotTrans">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateTransZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotatePivotTrans">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientX">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientY">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrientZ">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrient">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kRotateOrder">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDagMessage.MatrixModifiedFlags.kAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDGModifier">
      <summary>
        <para>Dependency graph modifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MDGModifier</ref> is used to change the structure of the dependency graph. This includes adding nodes, making new connections, and removing existing connections. To perform operations using an <ref>MDGModifier</ref>, register all of the changes that are to be made and then call the doIt method to make the changes. Undo is provided through the undoIt method.</para>
        <para>Under some situations, a <ref>doIt()</ref> call may be required to separate some of the operations. The specific case of interest involves performing a <ref>disconnect()</ref> and a <ref>deleteNode()</ref> on the same node within the stack of operations.</para>
        <para>Assuming that the Maya model has a connected node that was going to be deleted, do the following:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Then <ref>undoIt()</ref> can be implemented as:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <ref>MDGModifier</ref> does not understanding the hierarchical relationship between DAG nodes. When performing DG operations on DAG nodes <ref>MDagModifier</ref> should be used instead. In some cases <ref>MDagModifier</ref> may even be required when operating on non-DAG nodes. For example, a container node is a non-DAG node but it may contain DAG nodes. When the container is deleted its members will be deleted as well. Since some of those members may be DAG nodes an <ref>MDagModifier</ref> should be used to delete the container node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.#ctor()">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.getCPtr(Autodesk.Maya.OpenMaya.MDGModifier)">
      <param name="obj">MDGModifier</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.createNode(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>This method adds an operation to this dependency graph modifier that will add a new dependency graph node of the given type to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new DAG nodes. Use <ref>MDagModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the dependency graph until the <em>doIt</em> method is called.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDGModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDGModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid or the type is a DAG node (see <ref>MDagModifier</ref>) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type of the node to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.createNode(System.String)">
      <summary>
        <para>This method adds an operation to this dependency graph modifier that will add a new dependency graph node of the given type to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new DAG nodes. Use <ref>MDagModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the dependency graph until the <em>doIt</em> method is called.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDGModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDGModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid or the type is a DAG node (see <ref>MDagModifier</ref>) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.deleteNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds an operation to this dependency graph modifier that will delete a dependency graph node from the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Information on disconnecting and deleting a node using a single <ref>MDGModifier</ref> can be found in the class description.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the node is invalid or is NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to delete</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.renameNode(Autodesk.Maya.OpenMaya.MObject,System.String)">
      <summary>
        <para>This method adds an operation to this dependency graph modifier that will rename a dependency graph node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the node is invalid or is NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to rename </param>
      <param name="newName">new name for the node</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.setNodeLockState(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>This method adds an operation to this dependency graph modifier that will set the lock state of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the node is invalid or is NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to toggle lock state </param>
      <param name="newState">new lock state</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.connect(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that connects two attributes of two nodes in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value of the destination attribute is supplied by the value of the source attribute once they are connected.</para>
        <para>It is the users responsibility to ensure that the source and destination attributes are of compatible types. For instance, if the source attribute is a nurbs surface then the destination must also be a nurbs surface.</para>
        <para>To connect array attributes use the other version of connect which takes MPlugs as parameters.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the input objects is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceNode">the source node in the connection </param>
      <param name="sourceAttr">the attribute of the source node that is to be connected </param>
      <param name="destNode">the destination node in the connection </param>
      <param name="destAttr">the attribute of the destination node that is to be connected</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.disconnect(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that disconnects two attributes of two nodes in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the input objects is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceNode">the source node in the connection </param>
      <param name="sourceAttr">the attribute of the source node that is connected </param>
      <param name="destNode">the destination node in the connection </param>
      <param name="destAttr">the attribute of the destination node that is connected</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.connect(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that connects two attributes of two nodes in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value of the destination attribute is supplied by the value of the source attribute once they are connected.</para>
        <para>It is the users responsibility to ensure that the source and destination attributes are of compatible types. For instance, if the source attribute is a nurbs surface then the destination must also be a nurbs surface.</para>
        <para>To connect array attributes use the other version of connect which takes MPlugs as parameters.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the input objects is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">MPlug</param>
      <param name="dest">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.disconnect(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that disconnects two attributes of two nodes in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> one of the input objects is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">MPlug</param>
      <param name="dest">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.addAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new dynamic attribute to the given dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also adds all children of the attribute if it is a compound. So, if a compound attribute is being added to a node, then only the parent attribute needs to be added using this method.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node or attribute is invalid or the attribute already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to which to add the attribute </param>
      <param name="attribute">attribute to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.removeAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes a dynamic attribute from the given dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also removes all children of the attribute if it is a compound.</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it that contains the attribute will have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced no longer exists. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node or attribute is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to add an attribute to </param>
      <param name="attribute">attribute to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.addExtensionAttribute(Autodesk.Maya.OpenMaya.MNodeClass,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a new extension attribute to the given dependency node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also adds all children of the attribute if it is a compound. So, if a compound attribute is being added to a node type, then only the parent attribute needs to be added using this method.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node type or attribute is invalid or the attribute already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="nodeClass">class of node to which to add the attribute </param>
      <param name="attribute">attribute to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.removeExtensionAttribute(Autodesk.Maya.OpenMaya.MNodeClass,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes an extension attribute from the given dependency node type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also removes all children of the attribute if it is a compound.</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it that contains the attribute will have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced may no longer exist. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node type or attribute is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="nodeClass">class of node from which to remove the attribute </param>
      <param name="attribute">attribute to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.removeExtensionAttributeIfUnset(Autodesk.Maya.OpenMaya.MNodeClass,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes an extension attribute from the given dependency node type but only if there are no nodes in the graph with non-default values for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also removes all children of the attribute if it is a compound.</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it that contains the attribute may have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced may no longer exist. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node type or attribute is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="nodeClass">class of node from which to remove the attribute </param>
      <param name="attribute">attribute to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.linkExtensionAttributeToPlugin(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>The plugin calls this to indicate that the extension attribute defines part of the plugin, regardless of the node type to which it attaches itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This requirement is used when the plugin is checked to see if it is in use or if is able to be unloaded or if it is required as part of a stored file.</para>
        <para>This should only be called once for root attributes (i.e. those with no parent). It is an error to call it with a child attribute. All children and ancestors are recursively tested. Forcing it to be called only on the root keeps the calling code simple and avoids duplicate calls.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute could not be referenced by the plugin </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the plugin or attribute were not valid for the operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plugin">MObject</param>
      <param name="attribute">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.unlinkExtensionAttributeFromPlugin(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Tells a plugin that it no longer requires an extension attribute for operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This requirement is used when the plugin is checked to see if it is in use or if is able to be unloaded.</para>
        <para>This should only be called once for root attributes (i.e. those with no parent). It is an error to call it with a child attribute. All children and ancestors are recursively removed. Forcing it to be called only on the root keeps the calling code simple and avoids duplicate calls.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute reference didn't exist on the plugin or could not be removed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the plugin or attribute were not valid for the operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mPlugin">plugin from which the attribute is to be released </param>
      <param name="mAttribute">attribute to disassociate with the plugin, must not have a parent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.commandToExecute(System.String)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that executes a MEL command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified command must be undoable otherwise unexepected results may occur.</para>
        <para>NOTE: It is best to use multiple <ref>commandToExecute()</ref> calls rather than batching multiple commands into one call to <ref>commandToExecute()</ref>. Using one command per call to <ref>commandToExecute()</ref> will simplify the undo stack which is important in case of command failure.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="command">the command that will be executed (should be undoable)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValue(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Plug values can be created with the <ref>MFnNumericData</ref> class.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug or plugValue are null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueBool(Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a boolean value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueChar(Autodesk.Maya.OpenMaya.MPlug,System.Char)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a char value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueDouble(Autodesk.Maya.OpenMaya.MPlug,System.Double)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a double value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueFloat(Autodesk.Maya.OpenMaya.MPlug,System.Single)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a float value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueInt(Autodesk.Maya.OpenMaya.MPlug,System.Int32)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to an int value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueMAngle(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to an <ref>MAngle</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueMDistance(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to an <ref>MDistance</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueMTime(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to an <ref>MTime</ref> value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueShort(Autodesk.Maya.OpenMaya.MPlug,System.Int16)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a short value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.newPlugValueString(Autodesk.Maya.OpenMaya.MPlug,System.String)">
      <summary>
        <para>Adds an operation to this dependency graph modifier that sets a plug to a string value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> plug is null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to set </param>
      <param name="plugValue">the value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.removeMultiInstance(Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <param name="plug">MPlug</param>
      <param name="breakConnections">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.setMetadata(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.MetaData.Associations)">
      <param name="node">MObject</param>
      <param name="metadata">Associations</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.deleteMetadata(Autodesk.Maya.OpenMaya.MObject)">
      <param name="node">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.doIt()">
      <summary>
        <para>Executes all of the operations that have been given to this modifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is only valid to call this method after all of the operations have been specified. This method may also be called after undoIt to redo the operations.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed because at least one of the operations was invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.undoIt()">
      <summary>
        <para>Undoes all of the operations that have been given to this modifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is only valid to call this method after the doIt method has been called.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed because at least one of the operations was invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.addAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFnDependencyNode+MAttrClass)">
      <summary>
        <para>Add a new dynamic attribute to the given dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also adds all children of the attribute if it is a compound. So, if a compound attribute is being added to a node, then only the parent attribute needs to be added using this method.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node or attribute is invalid or the attribute already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to which to add the attribute </param>
      <param name="attribute">attribute to add</param>
      <param name="type">MAttrClass</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.removeAttribute(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFnDependencyNode+MAttrClass)">
      <summary>
        <para>Removes a dynamic attribute from the given dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also removes all children of the attribute if it is a compound.</para>
        <para>
          <b>Note</b>: After a successful call to this method, the <ref>MObject</ref> passed to it that contains the attribute will have been reset to <ref>MObject::kNullObj</ref> because the attribute it referenced no longer exists. Thus no function sets, such as <ref>MFnAttribute</ref>, should be attached to the <ref>MObject</ref> at the time this call is made.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> either the node or attribute is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to add an attribute to </param>
      <param name="attribute">attribute to add</param>
      <param name="type">MAttrClass</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGModifier.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDGModifier.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagModifier">
      <summary>
        <para>Dependency graph modifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MDagModifier</ref> is used to change the structure of the DAG. This includes adding nodes, making new connections, and removing existing connections. To perform operations using an <ref>MDagModifier</ref>, register all of the changes that are to be made and then call the doIt method to make the changes. Undo is provided through the undoIt method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.#ctor()">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.getCPtr(Autodesk.Maya.OpenMaya.MDagModifier)">
      <param name="obj">MDagModifier</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.createNode(Autodesk.Maya.OpenMaya.MTypeId,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will add a new node of the given type to the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new dependency graph nodes that are not in the DAG. Use <ref>MDGModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the DAG until the <em>doIt</em> method is called.</para>
        <para>It is legal to pass in a null object as the parent. When this occurs, the new object gets parented under the world node.</para>
        <para>Note that nodes cannot exist in the DAG unless they are under a transform. This method will automatically create a transform if one is required. If a transform is created, then the <ref>MObject</ref> for the transform will be returned instead of the one for the node.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDagModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDagModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node, or the transform above if one is created as a parent.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type of the node to create </param>
      <param name="parent">parent object in the DAG </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.createNode(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will add a new node of the given type to the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new dependency graph nodes that are not in the DAG. Use <ref>MDGModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the DAG until the <em>doIt</em> method is called.</para>
        <para>It is legal to pass in a null object as the parent. When this occurs, the new object gets parented under the world node.</para>
        <para>Note that nodes cannot exist in the DAG unless they are under a transform. This method will automatically create a transform if one is required. If a transform is created, then the <ref>MObject</ref> for the transform will be returned instead of the one for the node.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDagModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDagModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node, or the transform above if one is created as a parent.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="typeId">type of the node to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.createNode(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will add a new node of the given type to the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new dependency graph nodes that are not in the DAG. Use <ref>MDGModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the DAG until the <em>doIt</em> method is called.</para>
        <para>It is legal to pass in a null object as the parent. When this occurs, the new object gets parented under the world node.</para>
        <para>Note that nodes cannot exist in the DAG unless they are under a transform. This method will automatically create a transform if one is required. If a transform is created, then the <ref>MObject</ref> for the transform will be returned instead of the one for the node.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDagModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDagModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node, or the transform above if one is created as a parent.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <param name="parent">parent object in the DAG </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.createNode(System.String)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will add a new node of the given type to the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method may not be used to construct new dependency graph nodes that are not in the DAG. Use <ref>MDGModifier</ref> for that purpose.</para>
        <para>When <em>createNode</em> is called, the new node is created and the <ref>MObject</ref> handle for it is returned. It should be noted that the node will not be added to the DAG until the <em>doIt</em> method is called.</para>
        <para>It is legal to pass in a null object as the parent. When this occurs, the new object gets parented under the world node.</para>
        <para>Note that nodes cannot exist in the DAG unless they are under a transform. This method will automatically create a transform if one is required. If a transform is created, then the <ref>MObject</ref> for the transform will be returned instead of the one for the node.</para>
        <para>If a node is created with this method, but the operation is undone, then the <ref>MDagModifier</ref> will take responsibility for freeing the node. This will be done when the <ref>MDagModifier</ref> is destructed.</para>
        <para>
          <section>
            <para>A handle for the new node, or the transform above if one is created as a parent.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the type passed in is not valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.reparentNode(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will reparent a node in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the parent passed in is NULL, then the node will be reparented under the world.</para>
        <para>
          <section>
            <para>Return Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> node or parent is node valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to reparent </param>
      <param name="newParent">new parent for the node</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.reparentNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds an operation to this DAG modifier that will reparent a node in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the parent passed in is NULL, then the node will be reparented under the world.</para>
        <para>
          <section>
            <para>Return Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> node or parent is node valid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">node to reparent </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagModifier.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagModifier.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDataBlock">
      <summary>
        <para>Dependency node data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MDataBlock</ref> provides storage for the data being received by or sent by the node. It is the data for the plugs and attributes of the node. The data block is only valid during the compute method of the depend node. Pointers to the data block should not be retained after the compute method.</para>
        <para>Access to the data in an <ref>MDataBlock</ref> is done using an <ref>MDataHandle</ref> or an <ref>MArrayDataHandle</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.getCPtr(Autodesk.Maya.OpenMaya.MDataBlock)">
      <param name="obj">MDataBlock</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.inputValue(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Gets a handle to this data block for the given plug's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data represented by the handle is guaranteed to be valid for reading. If the data is from a dirty connection, then the connection will be evaluated. If no connection is present, then the value that the plug has been set to will be returned. If the plug has not been set to a particular value, then the default value will be returned.</para>
        <para>
          <section>
            <para>Data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug whose data you wish to access </param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.inputValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets a handle to this data block for the given plug's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data represented by the handle is guaranteed to be valid for reading. If the data is from a dirty connection, then the connection will be evaluated. If no connection is present, then the value that the plug has been set to will be returned. If the plug has not been set to a particular value, then the default value will be returned.</para>
        <para>
          <section>
            <para>Data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.outputValue(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Gets a handle to this data block for the given attributes's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data is not guaranteed to be valid. No dependency graph evaluations will be done. Therefore, this handle should be used only for writing.</para>
        <para>
          <section>
            <para>Data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug whose data you wish to access </param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.outputValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets a handle to this data block for the given attributes's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data is not guaranteed to be valid. No dependency graph evaluations will be done. Therefore, this handle should be used only for writing.</para>
        <para>
          <section>
            <para>Data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.inputArrayValue(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Gets an array handle to this data block for the given plug's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is only valid if the given plug has array data. The data represented by the handle will be valid. If the data is from a dirty connection, then the connection will be evaluated. If no connection is present, then the value that the plug has been set to will be returned. If the plug has not been set to a particular value, then the default value will be returned.</para>
        <para>
          <section>
            <para>Array data handle for the given attributes's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> current element is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug whose data you wish to access </param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.inputArrayValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets an array handle to this data block for the given plug's data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is only valid if the given plug has array data. The data represented by the handle will be valid. If the data is from a dirty connection, then the connection will be evaluated. If no connection is present, then the value that the plug has been set to will be returned. If the plug has not been set to a particular value, then the default value will be returned.</para>
        <para>
          <section>
            <para>Array data handle for the given attributes's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> current element is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.outputArrayValue(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Gets a handle to this data block for the given plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No dependency graph evaluations will be done, and therefore the data is not guaranteed to be valid (i.e. it may be dirty). Typically, this method is used to get the handle during compute in order to write output data to it.</para>
        <para>Another usage of this method is to access an input array attribute without evaluating any of its array elements. One can then use <ref>MArrayDataHandle::jumpToElement</ref> to get to the particular element of interest, and evaluate its value using <ref>MArrayDataHandle::inputValue</ref>.</para>
        <para>
          <section>
            <para>Array data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> current element is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug whose data you wish to access </param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.outputArrayValue(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets a handle to this data block for the given plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No dependency graph evaluations will be done, and therefore the data is not guaranteed to be valid (i.e. it may be dirty). Typically, this method is used to get the handle during compute in order to write output data to it.</para>
        <para>Another usage of this method is to access an input array attribute without evaluating any of its array elements. One can then use <ref>MArrayDataHandle::jumpToElement</ref> to get to the particular element of interest, and evaluate its value using <ref>MArrayDataHandle::inputValue</ref>.</para>
        <para>
          <section>
            <para>Array data handle for the given plug's data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> current element is not an array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a MArrayDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.setClean(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Tells the dependency graph that the given plug has been updated and is now clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be called after the data in the plug has been recalculated from the inputs of the node.</para>
        <para>
          <section>
            <para>Result status code</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object argument is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug that is to be marked clean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.setClean(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Tells the dependency graph that the given plug has been updated and is now clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be called after the data in the plug has been recalculated from the inputs of the node.</para>
        <para>
          <section>
            <para>Result status code</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object argument is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.isClean(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Queries the dependency graph to see whether the given plug is clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Result boolean code, true if plug is clean, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug that is to be query</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.isClean(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Queries the dependency graph to see whether the given plug is clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Result boolean code, true if plug is clean, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.set_context(Autodesk.Maya.OpenMaya.MDGContext)">
      <param name="value">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.get_context()">
      <returns>Returns a MDGContext.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataBlock.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataBlock.context">
      <summary>
        <para>Returns a copy of the dependecy graph context for which this data block was created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The context is used to specify how a dependency node is going to be evaluated.</para>
        <para>
          <section>
            <para>The dependency graph context</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the dependency graph context for this data block. </para>
      </summary>
      <remarks>
        <para>The context is used to specify how a dependency node is going to be evaluated, thus replacing the context for the given datablock. This does not modify the dirty state of the datablock so that they apply to the new context.</para>
        <para>This function should not be used for timed evaluation.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataBlock.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDataHandle">
      <summary>
        <para>Data handle for information contained in a data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MDataHandle</ref> is a smart pointer into a data block (<ref>MDataBlock</ref>). A data handle corresponds to the data for a particular attribute or plug. For array data (eg CVs of a curve) use an <ref>MArrayDataHandle</ref>. To get a data handle, request it from the data block.</para>
        <para>Some simple numeric data is handled directly by the dependency graph. If the data is more complicated (eg surface geometry), then the data handle can supply a pointer that should be given to the appropriate data function set.</para>
        <para>
          <ref>MDataHandle</ref> allows the manipulation and setting of generic attributes as created by the <ref>MFnGenericAttribute</ref> class. It is possible to create numeric generic attributes using two scenarios. A plug-in may request that the generic attribute support singleton types such as <ref>MFnNumericData::kFloat</ref> or kChar. Or a plug-in may request array types such as <ref>MFnNumericData::k2Float</ref> k2Double. In the singleton case, getting and setting the attribute using <ref>MDataHandle</ref> is done with the asGeneric*() or setGeneric*() methods. In the case of the array types, the <ref>MDataHandle.data()</ref> method can be used to retrieve the <ref>MObject</ref> for the attribute and to initialize the <ref>MFnNumericData</ref> function set. A call to MDataHandle::setData() on the updated attribute must be made to pass the information back to Maya. NOTE: It is not possible to distinguish the singleton generic types from one another. There is no method that can be called to return if the singleton generic attribute is a float, char etc.</para>
        <para>
          <ref>MDataHandle</ref> methods cannot be assumed to be threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor for <ref>MDataHandle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Typically, data handles will be obtained from the data block (<ref>MDataBlock</ref>). A user constructed <ref>MDataHandle</ref> should not be used until a valid data handle has been assigned to it (ie. using the assignment operator). </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.#ctor()">
      <summary>
        <para>Constructor for <ref>MDataHandle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Typically, data handles will be obtained from the data block (<ref>MDataBlock</ref>). A user constructed <ref>MDataHandle</ref> should not be used until a valid data handle has been assigned to it (ie. using the assignment operator). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.#ctor(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>Constructor for <ref>MDataHandle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Typically, data handles will be obtained from the data block (<ref>MDataBlock</ref>). A user constructed <ref>MDataHandle</ref> should not be used until a valid data handle has been assigned to it (ie. using the assignment operator). </para>
      </remarks>
      <param name="arg0">MDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_geometryTransformMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asPluginData(Autodesk.Maya.OpenMaya.MPxData)">
      <param name="value">MPxData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asPluginData()">
      <returns>Returns a MPxData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericBool()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericChar()">
      <returns>Returns a Byte.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericDouble()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericFloat()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericShort()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asGenericInt()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.getCPtr(Autodesk.Maya.OpenMaya.MDataHandle)">
      <param name="obj">MDataHandle</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Short2()">
      <returns>Returns a Int16[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Short2(System.Int16[])">
      <param name="value">Int16[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Long2()">
      <returns>Returns a Int32[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Long2(System.Int32[])">
      <param name="value">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Int2()">
      <returns>Returns a Int32[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Int2(System.Int32[])">
      <param name="value">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Float2()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Float2(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Double2()">
      <returns>Returns a Double[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Double2(System.Double[])">
      <param name="value">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Short3()">
      <returns>Returns a Int16[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Short3(System.Int16[])">
      <param name="value">Int16[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Long3()">
      <returns>Returns a Int32[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Long3(System.Int32[])">
      <param name="value">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Int3()">
      <returns>Returns a Int32[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Int3(System.Int32[])">
      <param name="value">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Float3()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Float3(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_Double3()">
      <returns>Returns a Double[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_Double3(System.Double[])">
      <param name="value">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.isGeneric(System.Boolean&amp;,System.Boolean&amp;)">
      <summary>
        <para>Returns true if this handle is for generic data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>There are 2 forms of generic data. The first is for simple data and is used if the isNumeric parameter returns true. In this case, the asGeneric*() and setGeneric*() methods of this class are used to query and set values. The second form of generic data is for more complex attribute types. As a result the type of the object must be checked and an appropriate attribute function set initialized with the object.</para>
        <para>
          <section>
            <para>True will be returned if this handle points to a generic attribute </para>
          </section>
        </para>
      </remarks>
      <param name="isNumeric">returns true if this handle is for simple generic numeric data </param>
      <param name="isNull">returns true if this handle is not set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.acceptedTypeIds(Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>This method returns an array of <ref>MTypeId</ref> ids that the data handle can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MTypeId</ref> can be reconstructed using the unsigned int in id.</para>
      </remarks>
      <param name="arg0">MUintArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.data()">
      <summary>
        <para>Returns the data object from this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned should be used with the appropriate data function set. This method is not valid for simple numeric types.</para>
        <para>
          <section>
            <para>The data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.copy(Autodesk.Maya.OpenMaya.MDataHandle)">
      <summary>
        <para>Copies the attribute from the <em>src</em> attribute to the attribute referenced by this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the only method which can completely copy a compound attribute from one handle to another. The construct outputHandle.set (inputHandle.data()) will not work for compound or multi attributes.</para>
      </remarks>
      <param name="src">the handle to the attribute to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setClean()">
      <summary>
        <para>Marks the data that is represented by this handle as being clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be done after recalculating the data from the inputs. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Boolean)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Char)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Char</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int16)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int32)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Single)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Double)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int16,System.Int16)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
      <param name="arg1">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int32,System.Int32)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <param name="arg1">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Single,System.Single)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
      <param name="arg1">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Double,System.Double)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int16,System.Int16,System.Int16)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
      <param name="arg1">Int16</param>
      <param name="arg2">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <param name="arg1">Int32</param>
      <param name="arg2">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Single,System.Single,System.Single)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
      <param name="arg1">Single</param>
      <param name="arg2">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.Double,System.Double,System.Double)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
      <param name="arg2">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(System.String)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="data">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>No script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>Set the data that this handle represents in the data block.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not available from Python. See setBool method instead.</para>
        <para />
      </remarks>
      <param name="data">MPxData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setBool(System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setChar(System.Char)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Char</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setShort(System.Int16)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setInt(System.Int32)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setFloat(System.Single)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setDouble(System.Double)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for attributes created using the <ref>MFnMatrixAttribute</ref> function set.</para>
        <para />
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMFloatMatrix(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMVector(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMFloatVector(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMDistance(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMAngle(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MAngle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set2Short(System.Int16,System.Int16)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
      <param name="arg1">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set2Int(System.Int32,System.Int32)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <param name="arg1">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set2Float(System.Single,System.Single)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
      <param name="arg1">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set2Double(System.Double,System.Double)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set3Short(System.Int16,System.Int16,System.Int16)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int16</param>
      <param name="arg1">Int16</param>
      <param name="arg2">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set3Int(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <param name="arg1">Int32</param>
      <param name="arg2">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set3Float(System.Single,System.Single,System.Single)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Single</param>
      <param name="arg1">Single</param>
      <param name="arg2">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set3Double(System.Double,System.Double,System.Double)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
      <param name="arg2">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setString(System.String)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method assumes that the <ref>MObject</ref> is a dependency graph data object. These objects can be created using the appropriate <ref>MFn</ref>..Data function set. Note that this method cannot be used to copy compound or multi attributes from one handle to another via the construct outputHandle.set (inputHandle.data()). To copy these user defined attributes, the method <ref>MDataHandle::copy</ref> must be used.</para>
      </remarks>
      <param name="data">the data object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setMPxData(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes a pointer to a user defined data object. The data block will become the new owner of the data object that you pass in. Do not delete it.</para>
      </remarks>
      <param name="data">the data object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericBool(System.Boolean,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new bool value </param>
      <param name="force">force the new type of the attribute to be bool </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericChar(System.Byte,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new char value </param>
      <param name="force">force the new type of the attribute to be char </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericDouble(System.Double,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new double value </param>
      <param name="force">force the new type of the attribute to be double </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericFloat(System.Single,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new float value </param>
      <param name="force">force the new type of the attribute to be float </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericShort(System.Int16,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new short value </param>
      <param name="force">force the new type of the attribute to be short </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.setGenericInt(System.Int32,System.Boolean)">
      <summary>
        <para>Set the data that this handle represents in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="value">the new int value </param>
      <param name="force">force the new type of the attribute to be int </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.child(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Get a handle to a child of this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used if you have a handle to a compound attribute.</para>
        <para>
          <section>
            <para>The data handle for the child </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug of the child</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.child(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get a handle to a child of this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used if you have a handle to a compound attribute.</para>
        <para>
          <section>
            <para>The data handle for the child </para>
          </section>
        </para>
      </remarks>
      <param name="attribute">MObject</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.assign(Autodesk.Maya.OpenMaya.MDataHandle)">
      <param name="other">MDataHandle</param>
      <returns>Returns a MDataHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_isNumeric()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_numericType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_type()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_typeId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asBool(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asBool()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asChar(System.Char)">
      <param name="value">Char</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asChar()">
      <returns>Returns a Char.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asUChar(System.Byte)">
      <param name="value">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asUChar()">
      <returns>Returns a Byte.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asShort(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asShort()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asLong(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asLong()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asInt(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asInt()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asFloat(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asFloat()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asDouble(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asDouble()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asDistance()">
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asAngle()">
      <returns>Returns a MAngle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asTime()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asVector(Autodesk.Maya.OpenMaya.MVector)">
      <param name="value">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asVector()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asFloatVector(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="value">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asFloatVector()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asFloatMatrix(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="value">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asFloatMatrix()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.set_asString(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asNurbsCurve()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asNurbsSurface()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asMesh()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asSubdSurface()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asNurbsCurveTransformed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asNurbsSurfaceTransformed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asMeshTransformed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDataHandle.get_asSubdSurfaceTransformed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Short2" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Long2" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Int2" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Float2" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Double2" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Short3" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Long3" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Int3" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Float3" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Double3" />
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.isNumeric">
      <summary>
        <para>Returns true if this handle is for simple numeric data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That means that the numeric data is directly accessible through the non-generic as*() and set*() methods of this handle. For example, depending on handle initialization, the <ref>asBool()</ref> may be called but the <ref>asGenericBool()</ref> should not be called.</para>
        <para>
          <section>
            <para>Whether this handle points to simple numeric data </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.numericType">
      <summary>
        <para>Returns the type of data represented by this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for data handles of simple numeric types.</para>
        <para>
          <section>
            <para>The numeric type </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.type">
      <summary>
        <para>Returns the type of data represented by this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data type </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.typeId">
      <summary>
        <para>Returns the type of data represented by this handle as a type id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A type id is a four character code that is used to identify the data type. If no data exists for this handle, the type id will be 0x0.</para>
        <para>
          <section>
            <para>The data type </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asBool">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a boolean </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asChar">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a char </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asUChar">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as an unsigned char </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asShort">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a short integer </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asLong">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>The handle's data as a int integer </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asInt">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a int integer </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asFloat">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a float </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asDouble">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a double </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asDistance">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as an Distance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asAngle">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as an <ref>MAngle</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asTime">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Even though this method does not return a reference to an <ref>MTime</ref>, modifications to the <ref>MTime</ref> instance will update the contents of the handle in the data block. The method <ref>MDataHandle::setClean</ref> should be called after the data block has been modified.</para>
        <para>
          <section>
            <para>The handle's data as an <ref>MTime</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asVector">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a vector </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asFloatVector">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a vector </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asMatrix">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for attributes created using the <ref>MFnMatrixAttribute</ref> function set.</para>
        <para>
          <section>
            <para>The handle's data as a matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asFloatMatrix">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for attributes created using the <ref>MFnMatrixAttribute</ref> function set.</para>
        <para>
          <section>
            <para>The handle's data as a matrix of floats </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asString">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The handle's data as a string </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asNurbsCurve">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the nurbs curve function set and iterator. Even though this method does not return a reference to an <ref>MObject</ref>, modifications to the <ref>MObject</ref> instance will update the contents of the handle in the data block. The method <ref>MDataHandle::setClean</ref> should be called after the data block has been modified.</para>
        <para>The curve returned by this method will be in local space even if the connection is supplying world space geometry. This occurs mostly for efficiency reasons. In the case of a world space geometry connection, the <ref>MObject</ref> returned by this method will also contain the world space transformation matrix. This means that world space operations may be performed on this object using the nurbs curve function set and iterator.</para>
        <para>It is possible to get the matrix that defines the local to world transformation for this geometry using the <ref>MDataHandle::geometryTransformMatrix()</ref> method.</para>
        <para>
          <section>
            <para>The handle's data as a nurbs curve </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asNurbsSurface">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the nurbs surface function set and iterator. Even though this method does not return a reference to an <ref>MObject</ref>, modifications to the <ref>MObject</ref> instance will update the contents of the handle in the data block. The method <ref>MDataHandle::setClean</ref> should be called after the data block has been modified.</para>
        <para>The surface returned by this method will be in local space even if the connection is supplying world space geometry. This occurs mostly for efficiency reasons. In the case of a world space geometry connection, the <ref>MObject</ref> returned by this method will also contain the world space transformation matrix. This means that world space operations may be performed on this object using the nurbs surface function set and iterator.</para>
        <para>It is possible to get the matrix that defines the local to world transformation for this geometry using the <ref>MDataHandle::geometryTransformMatrix()</ref> method.</para>
        <para>
          <section>
            <para>The handle's data as a nurbs surface </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asMesh">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the mesh function set and iterators. Even though this method does not return a reference to an <ref>MObject</ref>, modifications to the <ref>MObject</ref> instance will update the contents of the handle in the data block. The method <ref>MDataHandle::setClean</ref> should be called after the data block has been modified.</para>
        <para>The surface returned by this method will be in local space even if the connection is supplying world space geometry. This occurs mostly for efficiency reasons. In the case of a world space geometry connection, the <ref>MObject</ref> returned by this method will also contain the world space transformation matrix. This means that world space operations may be performed on this object using the mesh function set and iterators.</para>
        <para>It is possible to get the matrix that defines the local to world transformation for this geometry using the <ref>MDataHandle::geometryTransformMatrix()</ref> method.</para>
        <para>
          <section>
            <para>The handle's data as a mesh (polygonal surface) </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asSubdSurface">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the subdivision surface function set and iterator. Even though this method does not return a reference to an <ref>MObject</ref>, modifications to the <ref>MObject</ref> instance will update the contents of the handle in the data block. The method <ref>MDataHandle::setClean</ref> should be called after the data block has been modified.</para>
        <para>The subdivision surface returned by this method will be in local space even if the connection is supplying world space geometry. This occurs mostly for efficiency reasons. In the case of a world space geometry connection, the <ref>MObject</ref> returned by this method will also contain the world space transformation matrix. This means that world space operations may be performed on this object using the subdivision surface function set and iterator.</para>
        <para>It is possible to get the matrix that defines the local to world transformation for this geometry using the <ref>MDataHandle::geometryTransformMatrix()</ref> method.</para>
        <para>
          <section>
            <para>The handle's data as a subdivision surface </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asNurbsCurveTransformed">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the nurbs curve function set (<ref>MFnNurbsCurve</ref>) or the nurbs curve CV iterator (<ref>MItCurveCV</ref>).</para>
        <para>If the incoming curve comes with world space transformation data, then it will be applied to the data that is returned. In other words, the curve that is returned will be the curve as it exists in world space.</para>
        <para>The curve that is returned from this method should not be modified. This method is only provided to make it easier to take world space geometry as input.</para>
        <para>
          <section>
            <para>The handle's data as a nurbs curve </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asNurbsSurfaceTransformed">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the nurbs surface function set (<ref>MFnNurbsSurface</ref>) or the nurbs surface CV iterator (<ref>MItSurfaceCV</ref>).</para>
        <para>If the incoming surface comes with world space transformation data, then it will be applied to the data that is returned. In other words, the surface that is returned will be the surface as it exists in world space.</para>
        <para>The surface that is returned from this method should not be modified. This method is only provided to make it easier to take world space geometry as input.</para>
        <para>
          <section>
            <para>The handle's data as a nurbs surface </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asMeshTransformed">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the mesh function set (<ref>MFnMesh</ref>) or any of the mesh iterators.</para>
        <para>If the incoming mesh comes with world space transformation data, then it will be applied to the data that is returned. In other words, the mesh that is returned will be the mesh as it exists in world space.</para>
        <para>The mesh that is returned from this method should not be modified. This method is only provided to make it easier to take world space geometry as input.</para>
        <para>
          <section>
            <para>The handle's data as a mesh </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asSubdSurfaceTransformed">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object returned by this call may be used directly with the subdivision surface function set (MFnSubdSurface) or the subdivision surface iterators (<ref>MItSubdVertex</ref>, <ref>MItSubdFace</ref>, <ref>MItSubdEdge</ref>).</para>
        <para>If the incoming surface comes with world space transformation data, then it will be applied to the data that is returned. In other words, the surface that is returned will be the surface as it exists in world space.</para>
        <para>The surface that is returned from this method should not be modified. This method is only provided to make it easier to take world space geometry as input.</para>
        <para>
          <section>
            <para>The handle's data as a subdivision surface </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.geometryTransformMatrix">
      <summary>
        <para>This method returns a reference to the local-to-world transformation matrix that can accompany a geometry data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Only use this method on handles to geometry data (curves, surfaces, and meshes).</para>
        <para>If no local-to-world transformation information has been provided then this will be an identity matrix.</para>
        <para>
          <section>
            <para>The handle's transform data as a 4x4 matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asPluginData">
      <summary>
        <para>Returns the data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The object is returned as plugin data. This should be used to access data types defined by plugins.</para>
        <para>
          <section>
            <para>The handle's data </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericBool">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a bool </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericChar">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a char </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericDouble">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a double </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericFloat">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a float </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericShort">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a short </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.asGenericInt">
      <summary>
        <para>Returns the generic data represented by this handle in the data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The generic handle's data as a int </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDGContext">
      <summary>
        <para>Dependency graph (DG) context class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Control the way in which dependency nodes are evaluated.</para>
        <para>DG contexts are used to define the way in which a dependency node is going to be evaluated. Examples of such contexts include "normal", "at a given time, "for a specific instance", etc.</para>
        <para>
          <ref>MDGContext</ref> is mainly used in two places; within methods that trigger evaluations, to define what kind of evaluate is being requested, and within data blocks (<ref>MDataBlock</ref>), to identify how the data was created. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a context to define the way in which a dependency node is evaluated. In this case the new context will be for a normal evaluation. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a context to define the way in which a dependency node is evaluated. In this case the new context will be for a normal evaluation. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.#ctor(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a context to define the way in which a dependency node is evaluated. In this case the new context will be for a normal evaluation. </para>
      </remarks>
      <param name="when">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.#ctor(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a context to define the way in which a dependency node is evaluated. In this case the new context will be for a normal evaluation. </para>
      </remarks>
      <param name="arg0">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.getCPtr(Autodesk.Maya.OpenMaya.MDGContext)">
      <param name="obj">MDGContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.getTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Return the single time for which this context is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The context must be a timed context, i.e. not a normal one.</para>
      </remarks>
      <param name="arg0">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.assign(Autodesk.Maya.OpenMaya.MDGContext)">
      <param name="other">MDGContext</param>
      <returns>Returns a MDGContext.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.set_fsNormal(Autodesk.Maya.OpenMaya.MDGContext)">
      <param name="value">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.get_fsNormal()">
      <returns>Returns a MDGContext.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.get_isNormal()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGContext.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDGContext.fsNormal">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDGContext.isNormal">
      <summary>
        <para>Determines if this context is that of "normal" evaluation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> this context is normal </para>
                </item>
                <item>
                  <para>
                    <b>false</b> this context is not normal</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDGContext.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDGMessage">
      <summary>
        <para>Dependency graph messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for dependency graph messages.</para>
        <para>There are 4 add callback methods which will add callbacks for the following messages <example>
** code example not available in .NET **
</example></para>
        <para>A filter can be specified for node added/removed messages. The default node type is "dependNode" which matches all nodes. Each method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.getCPtr(Autodesk.Maya.OpenMaya.MDGMessage)">
      <param name="obj">MDGMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.add_TimeChange(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MTimeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.remove_TimeChange(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MTimeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.add_ForceUpdate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MTimeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.remove_ForceUpdate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MTimeFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.add_Connection(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.remove_Connection(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.add_PreConnection(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDGMessage.remove_PreConnection(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MPlugFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDGMessage.NodeAdded" />
    <member name="F:Autodesk.Maya.OpenMaya.MDGMessage.NodeRemoved" />
    <member name="T:Autodesk.Maya.OpenMaya.MDistance">
      <summary>
        <para>Manipulate Linear Data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MDistance</ref> class provides a fundamental type for the Maya API to hold and manipulate linear data. All API methods that require or return distance information do so through variables of this type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MDistance</ref> instance to 0 in the current internal units. (See setInternalUnit and internalUnit below). </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MDistance</ref> instance to 0 in the current internal units. (See setInternalUnit and internalUnit below). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.#ctor(System.Double,Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MDistance</ref> instance to 0 in the current internal units. (See setInternalUnit and internalUnit below). </para>
      </remarks>
      <param name="value">Double</param>
      <param name="unitSystem">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.#ctor(System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MDistance</ref> instance to 0 in the current internal units. (See setInternalUnit and internalUnit below). </para>
      </remarks>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.#ctor(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MDistance</ref> instance to 0 in the current internal units. (See setInternalUnit and internalUnit below). </para>
      </remarks>
      <param name="src">MDistance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.getCPtr(Autodesk.Maya.OpenMaya.MDistance)">
      <param name="obj">MDistance</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.assign(Autodesk.Maya.OpenMaya.MDistance)">
      <param name="src">MDistance</param>
      <returns>Returns a MDistance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.setUnit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <summary>
        <para>Set the units used by this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if a valid unit was provided, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="newUnit">an element of the MDistance::Unit enum</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.asUnits(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <summary>
        <para>Return the current value of this instance in the provided units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the given units</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newUnit">Unit</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.setUIUnit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <summary>
        <para>Set the unit system to be used by the user in the UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if a valid unit was provided, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="newUnit">and element of the MDistance::Unit enum.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.internalToUI(System.Double)">
      <summary>
        <para>Converts a value from internal units to UI units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value in UI units </para>
          </section>
        </para>
      </remarks>
      <param name="internalValue">a value in internal units</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.uiToInternal(System.Double)">
      <summary>
        <para>Converts a value from UI units to internal units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value in internal units. </para>
          </section>
        </para>
      </remarks>
      <param name="uiValue">a value in UI units</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.setInternalUnit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Changing the internal units is generally not a good idea and using the method may often produce unexpected results. It is recommended to just read the values and convert them to the units desired.</para>
        <para>Set the internal unit system.</para>
      </remarks>
      <param name="internalUnit">the internal unit to be used by distance</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.set_unit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_unit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.set_value(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_value()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asInches()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asFeet()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asYards()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asMiles()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asMillimeters()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asCentimeters()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asKilometers()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_asMeters()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.set_uiUnit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_uiUnit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.set_internalUnit(Autodesk.Maya.OpenMaya.MDistance+Unit)">
      <param name="value">Unit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_internalUnit()">
      <returns>Returns a Unit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDistance.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.unit">
      <summary>
        <para>Return the units currently in effect for this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MDistance::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the units used by this instance. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if a valid unit was provided, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.value">
      <summary>
        <para>Return the value of the current instance in the currently set units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value of the instance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the value of this instance. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Always returns <ref>MS::kSuccess</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asInches">
      <summary>
        <para>Return the current value of this instance in inches. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the inches </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asFeet">
      <summary>
        <para>Return the current value of this instance in feet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the feet </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asYards">
      <summary>
        <para>Return the current value of this instance in yards. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the yards </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asMiles">
      <summary>
        <para>Return the current value of this instance in miles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the miles </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asMillimeters">
      <summary>
        <para>Return the current value of this instance in millimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the millimeters </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asCentimeters">
      <summary>
        <para>Return the current value of this instance in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the centimeters </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asKilometers">
      <summary>
        <para>Return the current value of this instance in kilometers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the kilometers </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.asMeters">
      <summary>
        <para>Return the current value of this instance in meters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current value in the meters </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.uiUnit">
      <summary>
        <para>Returns the Working Units (or UI units) chosen in the settings of the prefs window. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MDistance::Unit</ref> enum </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.internalUnit">
      <summary>
        <para>Returns the internal unit system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The internal unit for distance </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>Changing the internal units is generally not a good idea and using the method may often produce unexpected results. It is recommended to just read the values and convert them to the units desired.</para>
        <para>Set the internal unit system.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDistance.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDistance.Unit">
      <summary>
        <para>Available Unit Systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kInvalid">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kInches">
      <summary>
        <para>Inches. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kFeet">
      <summary>
        <para>Feet. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kYards">
      <summary>
        <para>Yards. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kMiles">
      <summary>
        <para>Miles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kMillimeters">
      <summary>
        <para>Millimeters. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kCentimeters">
      <summary>
        <para>Centimeters. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kKilometers">
      <summary>
        <para>Kilometers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kMeters">
      <summary>
        <para>Meters. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kLast">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDistance.Unit">
      <summary>
        <para>Available Unit Systems. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MDistance.Unit.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.#ctor(System.Single,System.Single)">
      <param name="inElapsedTime">Single</param>
      <param name="inLastTime">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs)">
      <param name="obj">MElapsedTimeFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.set_elapsedTime(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.get_elapsedTime()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.set_lastTime(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.get_lastTime()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.elapsedTime" />
    <member name="P:Autodesk.Maya.OpenMaya.MElapsedTimeFunctionArgs.lastTime" />
    <member name="T:Autodesk.Maya.OpenMaya.MEulerRotation">
      <summary>
        <para>Euler Rotation Math. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for working with euler angle rotations. Euler angles are described by rotations in radians around the x, y, and z axes, and the order in which those rotations occur. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="src">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="v">MVector</param>
      <param name="ord">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
      <param name="ord">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.#ctor(System.Double,System.Double,System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order is set to XYZ. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.getCPtr(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="obj">MEulerRotation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.set_Item(System.UInt32,System.Double)">
      <param name="index">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.assign(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="src">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.assign(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="q">MQuaternion</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.assign(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="m">MMatrix</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.assign(Autodesk.Maya.OpenMaya.MVector)">
      <param name="v">MVector</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setValue(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Sets the euler rotation to the values contained in the vector and with the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation whose value has been set </para>
          </section>
        </para>
      </remarks>
      <param name="v">vector from which to set the x, y, and z rotation components </param>
      <param name="ord">the rotation order; the default rotation order is XYZ</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setValue(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the euler rotation to the values contained in the vector and with the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation whose value has been set </para>
          </section>
        </para>
      </remarks>
      <param name="v">vector from which to set the x, y, and z rotation components </param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setValue(System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Sets the euler rotation to the values contained in the vector and with the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation whose value has been set </para>
          </section>
        </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
      <param name="ord">the rotation order; the default rotation order is XYZ</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setValue(System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the euler rotation to the values contained in the vector and with the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation whose value has been set </para>
          </section>
        </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.plus(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.plusEqual(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.minus(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.minusEqual(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.minus()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiply(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiply(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiply(System.Double)">
      <param name="other">Double</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiplyEqual(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiplyEqual(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.multiplyEqual(System.Double)">
      <param name="other">Double</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.equalEqual(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.notEqual(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="other">MEulerRotation</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.isEquivalent(Autodesk.Maya.OpenMaya.MEulerRotation,System.Double)">
      <summary>
        <para>This method returns true if this euler rotation is equivalent, within some given tolerance, to the other euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kEulerRotationEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the euler rotations are equivalent </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the euler rotations are not equivalent </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the euler rotation to be compared with this euler rotation </param>
      <param name="tolerance">the amount of variation allowed for equivalency</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.isEquivalent(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>This method returns true if this euler rotation is equivalent, within some given tolerance, to the other euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kEulerRotationEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the euler rotations are equivalent </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the euler rotations are not equivalent </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the euler rotation to be compared with this euler rotation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.isZero(System.Double)">
      <summary>
        <para>This method returns true if this euler rotation is zero, within some given tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kEulerRotationEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the rotation is zero </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the rotation is not zero </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="tolerance">the amount of variation allowed for equivalency to zero</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.isZero()">
      <summary>
        <para>This method returns true if this euler rotation is zero, within some given tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kEulerRotationEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the rotation is zero </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the rotation is not zero </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.incrementalRotateBy(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Perform an incremental rotation by the specified axis and angle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is broken down and performed in smaller steps so that the angles update properly.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been incrementally rotated </para>
          </section>
        </para>
      </remarks>
      <param name="axis">the axis to rotate around </param>
      <param name="angle">the angle by which to rotate around the axis</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.invertIt()">
      <summary>
        <para>Performs an in place inversion of this euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order will be reversed.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been inverted </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.reorder(Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Returns the reordering of this euler rotation, such that the euler rotation will have the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Euler rotation that is the reordering of this euler rotation </para>
          </section>
        </para>
      </remarks>
      <param name="ord">the new rotation order of the euler rotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.reorderIt(Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Performs an in place reordering of this euler rotation, such that the euler rotation will have the specified rotation order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been reordered </para>
          </section>
        </para>
      </remarks>
      <param name="ord">the new rotation order of the euler rotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.boundIt(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this euler rotation to be the input rotation that has been bound to be within +/- PI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Bounding a rotation to be within +/- PI is defined to be the result of offsetting the rotation by +/- 2nPI (term by term) such that the offset is within +/- PI.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the bound input rotation </para>
          </section>
        </para>
      </remarks>
      <param name="src">the input rotation that will be bound</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.boundIt()">
      <summary>
        <para>Sets this euler rotation to be the input rotation that has been bound to be within +/- PI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Bounding a rotation to be within +/- PI is defined to be the result of offsetting the rotation by +/- 2nPI (term by term) such that the offset is within +/- PI.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the bound input rotation </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToAlternateSolution(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this euler rotation to an alternate solution of the input rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting rotation will be bound between +/- PI, and the rotation order will remain unchanged.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to an alternate solution </para>
          </section>
        </para>
      </remarks>
      <param name="src">the rotation to compute an alternate solution to</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToAlternateSolution()">
      <summary>
        <para>Sets this euler rotation to an alternate solution of the input rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting rotation will be bound between +/- PI, and the rotation order will remain unchanged.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to an alternate solution </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.closestSolution(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Returns the euler rotation that is the closest solution to the "dst" euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest solution to the "dst" rotation </para>
          </section>
        </para>
      </remarks>
      <param name="dst">the euler rotation to which the solution should be closest</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToClosestSolution(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this euler rotation to the euler rotation that is the closest solution of the "src" euler rotation to the "dst" euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the closest solution </para>
          </section>
        </para>
      </remarks>
      <param name="src">the euler rotation whose closest solution will be calculated </param>
      <param name="dst">the euler rotation to which the solution should be closest</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToClosestSolution(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this euler rotation to the euler rotation that is the closest solution of the "src" euler rotation to the "dst" euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the closest solution </para>
          </section>
        </para>
      </remarks>
      <param name="dst">the euler rotation to which the solution should be closest</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.closestCut(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Returns the closest cut of this rotation to "dst". </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The closest cut of rotation A to rotation B is defined to be the rotation that is +/- 2nPI to rotation A (term by term) and within +/- PI to rotation B.</para>
        <para>
          <section>
            <para>The closest cut of this rotation </para>
          </section>
        </para>
      </remarks>
      <param name="dst">the range of the closest cut</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToClosestCut(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this rotation to be the closest cut of "src" to "dst". </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The closest cut of rotation A to rotation B is defined to be the rotation that is +/- 2nPI to rotation A (term by term) and within +/- PI to rotation B.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the closest cut </para>
          </section>
        </para>
      </remarks>
      <param name="src">the euler rotation whose terms will be offset by +/- 2nPI </param>
      <param name="dst">the range of the closest cut</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.setToClosestCut(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets this rotation to be the closest cut of "src" to "dst". </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The closest cut of rotation A to rotation B is defined to be the rotation that is +/- 2nPI to rotation A (term by term) and within +/- PI to rotation B.</para>
        <para>
          <section>
            <para>A reference to the euler rotation that has been set to the closest cut </para>
          </section>
        </para>
      </remarks>
      <param name="dst">the range of the closest cut</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.decompose(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <summary>
        <para>Decompose a rotation matrix into the desired euler angles with the specified order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The euler rotation that has been decomposed from the rotation matrix </para>
          </section>
        </para>
      </remarks>
      <param name="matrix">the matrix that will be decomposed into an euler rotation with the specified order </param>
      <param name="ord">the order which the euler rotation will have</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.bound(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Returns the result of bounding this rotation to be within +/- PI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Bounding a rotation to be within +/- PI is defined to be the result of offsetting the rotation by +/- 2nPI (term by term) such that the offset is within +/- PI.</para>
        <para>
          <section>
            <para>The euler rotation that results from bounding this euler rotation </para>
          </section>
        </para>
      </remarks>
      <param name="src">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.alternateSolution(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Returns an alternate solution to this rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting rotation will be bound between +/- PI, and the rotation order will remain unchanged.</para>
        <para>
          <section>
            <para>An alternate solution to this rotation </para>
          </section>
        </para>
      </remarks>
      <param name="src">MEulerRotation</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_identity()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.set_x(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_x()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.set_y(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_y()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.set_z(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_z()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.set_order(Autodesk.Maya.OpenMaya.MEulerRotation+RotationOrder)">
      <param name="value">RotationOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_order()">
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_asQuaternion()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_asMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_asVector()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_inverse()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_boundProperty()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MEulerRotation.get_alternateSolutionProperty()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.identity">
      <summary>
        <para>The euler rotation identity. The rotation order is XYZ. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.x">
      <summary>
        <para>The x component of the euler rotation in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.y">
      <summary>
        <para>The y component of the euler rotation in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.z">
      <summary>
        <para>The z component of the euler rotation in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.order">
      <summary>
        <para>The rotation order of the euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.asQuaternion">
      <summary>
        <para>Converts an euler rotation to a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The quaternion that has been casted from the euler rotation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.asMatrix">
      <summary>
        <para>Converts an euler rotation to a rotation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The rotation matrix that has been casted from the euler rotation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.asVector">
      <summary>
        <para>Converts an euler rotation to a vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order component is dropped.</para>
        <para>
          <section>
            <para>The vector that has been casted from the euler rotation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.inverse">
      <summary>
        <para>Returns the inverse of this euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation order will be reversed.</para>
        <para>
          <section>
            <para>Euler rotation that is the inverse of this euler rotation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.boundProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.alternateSolutionProperty" />
    <member name="T:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder">
      <summary>
        <para>Valid rotaton orders. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kXYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kYZX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kZXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kXZY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kYXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kZYX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder">
      <summary>
        <para>Valid rotaton orders. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kXYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kYZX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kZXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kXZY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kYXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MEulerRotation.RotationOrder.kZYX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO">
      <summary>
        <para>I/O operations on scene files. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Methods for opening, saving, importing, exporting and referencing files.</para>
        <para>The <ref>MFileIO</ref> class provides a set of global functions that can be used to load and store scene elements into maya files. Methods are also provided to import elements from other files into the current scene, and export elements of the current scene into files. As well, references to other files can be created and removed.</para>
        <para>This class implements only the most common operations from the full set possible with the MEL command "file." See the documentation of this command for a complete listing of all the possiblities. If more control is required than provided by this class, a MEL command can be constructed according to the instructions for the "file" command, and issued via the executeCommand method of the <ref>MGlobal</ref> class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.#ctor()">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.#ctor(System.String)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="fileName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getCPtr(Autodesk.Maya.OpenMaya.MFileIO)">
      <param name="obj">MFileIO</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getFileTypes(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Returns an array of all the valid type names that Maya currently supports. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Only elements from this list are valid arguments for the <b>type</b> arguments to <b>open</b>, <b>saveAs</b>, <b>import</b>, <b>exportSelected</b>, and <b>exportAll</b>.</para>
        <para>It should be noted that the results of this function will change as file translators that are implemented as plugins are loaded or unloaded.</para>
        <para>The file types <b>mayaAscii</b> and <b>mayaBinary</b> will always be available.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="types">a reference to an MStringArray which on return contains the list of supported file types.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.newFile(System.Boolean)">
      <summary>
        <para>Set everything back to a new file state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="force">succeed even if there are unsaved changes</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.newFile()">
      <summary>
        <para>Set everything back to a new file state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.open(System.String,System.String,System.Boolean,Autodesk.Maya.OpenMaya.MFileIO+ReferenceMode,System.Boolean)">
      <summary>
        <para>Open the given file, and set the current active scene to this file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are unsaved changes in the current scene, this operation will fail unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to open </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it contains a file type to use when opening the file. </param>
      <param name="force">succeed even if there are unsaved changes </param>
      <param name="refMode">specify whether to load all references, no references, or the references that were loaded when the scene was saved. </param>
      <param name="ignoreVersion">if true, then Maya will ignore the version number when opening the file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.open(System.String,System.String,System.Boolean,Autodesk.Maya.OpenMaya.MFileIO+ReferenceMode)">
      <summary>
        <para>Open the given file, and set the current active scene to this file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are unsaved changes in the current scene, this operation will fail unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to open </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it contains a file type to use when opening the file. </param>
      <param name="force">succeed even if there are unsaved changes </param>
      <param name="refMode">specify whether to load all references, no references, or the references that were loaded when the scene was saved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.open(System.String,System.String,System.Boolean)">
      <summary>
        <para>Open the given file, and set the current active scene to this file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are unsaved changes in the current scene, this operation will fail unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to open </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it contains a file type to use when opening the file. </param>
      <param name="force">succeed even if there are unsaved changes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.open(System.String,System.String)">
      <summary>
        <para>Open the given file, and set the current active scene to this file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are unsaved changes in the current scene, this operation will fail unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to open </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it contains a file type to use when opening the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.open(System.String)">
      <summary>
        <para>Open the given file, and set the current active scene to this file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are unsaved changes in the current scene, this operation will fail unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to open </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.save(System.Boolean)">
      <summary>
        <para>Save the contents of the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example> changes to the scene since the last save, then this operation will succeed, but not actually rewrite the save file unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="force">succeed even if there have been no changes</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.save()">
      <summary>
        <para>Save the contents of the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example> changes to the scene since the last save, then this operation will succeed, but not actually rewrite the save file unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.saveAs(System.String,System.String,System.Boolean)">
      <summary>
        <para>Save the contents of the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there have been no changes to the scene since the last save, then this operation will succeed, but not actually rewrite the save file unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to write to </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
      <param name="force">succeed even if there have been no changes since the last save operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.saveAs(System.String,System.String)">
      <summary>
        <para>Save the contents of the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there have been no changes to the scene since the last save, then this operation will succeed, but not actually rewrite the save file unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to write to </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.saveAs(System.String)">
      <summary>
        <para>Save the contents of the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there have been no changes to the scene since the last save, then this operation will succeed, but not actually rewrite the save file unless the force flag is set to true.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to write to </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.importFile(System.String,System.String,System.Boolean,System.String,System.Boolean)">
      <summary>
        <para>Import the scene elements from the given file into the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
      <param name="nameSpace">optional name of the namespace to use when importing objects. Use NULL for default of no namespace. </param>
      <param name="ignoreVersion">Boolean to control whether to ignore version when importing a file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.importFile(System.String,System.String,System.Boolean,System.String)">
      <summary>
        <para>Import the scene elements from the given file into the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
      <param name="nameSpace">optional name of the namespace to use when importing objects. Use NULL for default of no namespace. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.importFile(System.String,System.String,System.Boolean)">
      <summary>
        <para>Import the scene elements from the given file into the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.importFile(System.String,System.String)">
      <summary>
        <para>Import the scene elements from the given file into the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.importFile(System.String)">
      <summary>
        <para>Import the scene elements from the given file into the current scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelected(System.String,System.String,System.Boolean)">
      <summary>
        <para>Export all currently selected scene elements to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelected(System.String,System.String)">
      <summary>
        <para>Export all currently selected scene elements to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelected(System.String)">
      <summary>
        <para>Export all currently selected scene elements to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAll(System.String,System.String,System.Boolean)">
      <summary>
        <para>Export the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAll(System.String,System.String)">
      <summary>
        <para>Export the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAll(System.String)">
      <summary>
        <para>Export the current scene to the given file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which to export the objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAnimFromReference(System.String,System.String)">
      <summary>
        <para>Export the animation from reference, to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAnimFromReference(System.String,System.String,System.String)">
      <summary>
        <para>Export the animation from reference, to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="refNodeName">String</param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelectedAnimFromReference(System.String,System.String)">
      <summary>
        <para>Export the selected animation from reference, to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelectedAnimFromReference(System.String,System.String,System.String)">
      <summary>
        <para>Export the selected animation from reference, to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="refNodeName">String</param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAnim(System.String,System.String)">
      <summary>
        <para>Export animation to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAnim(System.String)">
      <summary>
        <para>Export animation to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelectedAnim(System.String,System.String)">
      <summary>
        <para>Export selected animation to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportSelectedAnim(System.String)">
      <summary>
        <para>Export selected animation to the specified file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the animation will be exported. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAsReference(System.String,System.String)">
      <summary>
        <para>Export the selected objects into a reference file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the selected objects will be exported as reference. </param>
      <param name="type">if NULL, Maya will write the file in mayaAscii format. if not NULL, it contains a file type to use when writing the file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.exportAsReference(System.String)">
      <summary>
        <para>Export the selected objects into a reference file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to which the selected objects will be exported as reference. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferences(Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Return an array of all the files referenced from the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="references">a reference to an MStringArray which on return contains the list of referenced files. </param>
      <param name="wantUnresolvedNames">specify if unresolved file names should be returned. Default is false.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferences(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of all the files referenced from the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="references">a reference to an MStringArray which on return contains the list of referenced files. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getFiles(Autodesk.Maya.OpenMaya.MStringArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Return an array of all the files used by the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Includes file references, file textures, cache files, image planes etc.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="files">a reference to an MStringArray which on return contains the list of referenced files. </param>
      <param name="wantUnresolvedNames">specify if unresolved file names should be returned. Default is false. </param>
      <param name="wantReferencesOnly">specify if only file references should be returned. Setting this to true makes this function equivalent to MFileIO::getReferences(). Default is false.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getFiles(Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Return an array of all the files used by the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Includes file references, file textures, cache files, image planes etc.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="files">a reference to an MStringArray which on return contains the list of referenced files. </param>
      <param name="wantUnresolvedNames">specify if unresolved file names should be returned. Default is false. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getFiles(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of all the files used by the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Includes file references, file textures, cache files, image planes etc.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="files">a reference to an MStringArray which on return contains the list of referenced files. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceNodes(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of all the nodes referenced by the given filename. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">an MString which contains the name of the referenced file. </param>
      <param name="nodes">a reference to an MStringArray which on return contains the list of nodes in the referenced file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceNodes(System.String,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Return an array of all the nodes referenced by the given filename. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">an MString which contains the name of the referenced file. </param>
      <param name="list">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsMade(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of attribute pairs representing connections made to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "connectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">an MString which contains the name of the referenced file. </param>
      <param name="connections">a reference to an MStringArray which on return contains the source/destination connection pairs.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">an MString which contains the name of the referenced file. </param>
      <param name="connections">a reference to an MStringArray which on return contains the source/destination connection pairs.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(System.String,Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">an MString which contains the name of the referenced file. </param>
      <param name="srcPlugs">MPlugArray</param>
      <param name="destPlugs">MPlugArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="connections">a reference to an MStringArray which on return contains the source/destination connection pairs.</param>
      <param name="append">Boolean</param>
      <param name="removeDuplicates">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="connections">a reference to an MStringArray which on return contains the source/destination connection pairs.</param>
      <param name="append">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="connections">a reference to an MStringArray which on return contains the source/destination connection pairs.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean,System.Boolean)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="srcPlugs">MPlugArray</param>
      <param name="destPlugs">MPlugArray</param>
      <param name="append">Boolean</param>
      <param name="removeDuplicates">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MPlugArray,System.Boolean)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="srcPlugs">MPlugArray</param>
      <param name="destPlugs">MPlugArray</param>
      <param name="append">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceConnectionsBroken(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MPlugArray)">
      <summary>
        <para>Return an array of attribute pairs representing connections broken to nodes in the given referenced file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The first element of the pair is the source attribute in the connection, and the second is the destination. These pairs correspond to the "disconnectAttr" statements in a scene file where changes to the referenced file occur after the referenced file has been opened.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="srcPlugs">MPlugArray</param>
      <param name="destPlugs">MPlugArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.reference(System.String,System.Boolean,System.Boolean,System.String)">
      <summary>
        <para>Add the given filename as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a new file is opened, the contents of any files it references are read into the scene, however maya remembers that the elements came from the referenced file, and does not write them during a save operation. Instead the reference is written so the contents of the referenced file (which might have changed) will be read again when the scene is reloaded.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to add as a reference. </param>
      <param name="deferReference">boolean to indicate whether loading has to be deferred. </param>
      <param name="lockReference">If true, all nodes and attributes from the referenced file will be locked. </param>
      <param name="nameSpace">name space to add the contents of the referenced file to. If no namespace is provided, name-clashes will be resolved by prefixing with the filename.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.reference(System.String,System.Boolean,System.Boolean)">
      <summary>
        <para>Add the given filename as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a new file is opened, the contents of any files it references are read into the scene, however maya remembers that the elements came from the referenced file, and does not write them during a save operation. Instead the reference is written so the contents of the referenced file (which might have changed) will be read again when the scene is reloaded.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to add as a reference. </param>
      <param name="deferReference">boolean to indicate whether loading has to be deferred. </param>
      <param name="lockReference">If true, all nodes and attributes from the referenced file will be locked. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.reference(System.String,System.Boolean)">
      <summary>
        <para>Add the given filename as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a new file is opened, the contents of any files it references are read into the scene, however maya remembers that the elements came from the referenced file, and does not write them during a save operation. Instead the reference is written so the contents of the referenced file (which might have changed) will be read again when the scene is reloaded.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to add as a reference. </param>
      <param name="deferReference">boolean to indicate whether loading has to be deferred. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.reference(System.String)">
      <summary>
        <para>Add the given filename as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When a new file is opened, the contents of any files it references are read into the scene, however maya remembers that the elements came from the referenced file, and does not write them during a save operation. Instead the reference is written so the contents of the referenced file (which might have changed) will be read again when the scene is reloaded.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to add as a reference. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.removeReference(System.String,Autodesk.Maya.OpenMaya.MFileIO+NamespaceMergeMethod)">
      <summary>
        <para>Remove the named file as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to remove as a reference </param>
      <param name="namespaceMergeMethod">what to do with objects remaining in the namespace after the file is removed: merge with parent namespace, merge with root namespace, delete all objects, or keep objects in the namespace (default). Merge with parent/root and delete all objects cannot be used if the reference resides in the root namespace.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.removeReference(System.String)">
      <summary>
        <para>Remove the named file as a reference from the current file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file to remove as a reference </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.resetError()">
      <summary>
        <para>Resets the error. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.loadReference(System.String)">
      <summary>
        <para>Loads the reference, referenced by the given reference node name and file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the loaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in loading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceFileName">MString containing the name of the reference file. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.loadReferenceByNode(System.String)">
      <summary>
        <para>Loads the reference, referenced by the given reference node name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the loaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in loading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceNodeName">MString, name of the reference node. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.loadReferenceByNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Loads the reference, referenced by the given reference node name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the loaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in loading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceNode">MObject</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.unloadReference(System.String)">
      <summary>
        <para>Unloads the reference, referenced by the given reference node and file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the unloaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in unloading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceFileName">MString containing the name of the reference file. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.unloadReferenceByNode(System.String)">
      <summary>
        <para>Unloads the reference, referenced by the given reference node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the unloaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in unloading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceNodeName">MString containing the name of the reference node. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.unloadReferenceByNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Unloads the reference, referenced by the given reference node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the unloaded reference file</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b> Error in unloading the reference. </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceNode">MObject</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.getReferenceFileByNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns the name of the reference file, which contains the given reference node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the reference file, containing the given node.</para>
          </section>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MS::kSuccess</ref>
                </b> Operation succeeded </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MS::kFailure</ref>
                </b>
              </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="referenceNode">MObject containing the reference node. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.cleanReference(System.String,System.String)">
      <summary>
        <para>This function removes the edits from the passed in reference node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The reference must be in an unloaded state.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="referenceNodeName">Name of the reference node. </param>
      <param name="editCommand">Name of the edit command to be cleaned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.cleanReference(System.String)">
      <summary>
        <para>This function removes the edits from the passed in reference node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The reference must be in an unloaded state.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="referenceNodeName">Name of the reference node. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.saveReference(System.String)">
      <summary>
        <para>This function saves reference node edits and connections to reference file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="referenceNodeName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.import(System.String,System.String,System.Boolean,System.String)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Import the scene elements from the given file into the current scene. This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it must contain the file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
      <param name="nameSpace">optional name of the namespace to use when importing objects. Use NULL for default of no namespace.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.import(System.String,System.String,System.Boolean)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Import the scene elements from the given file into the current scene. This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it must contain the file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.import(System.String,System.String)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Import the scene elements from the given file into the current scene. This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. if not NULL, it must contain the file type to use when importing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.import(System.String)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Import the scene elements from the given file into the current scene. This operation is similar to open, but instead of replacing the current scene with the one from the new file, it adds the elements from that file to the existing ones in the current scene.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.deleteMetadata()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_currentFile(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_currentFile()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_fileType()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isReadingFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isWritingFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isOpeningFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isNewingFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isSavingReference()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_mustRenameToSave(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_mustRenameToSave()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_mustRenameToSaveMsg(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_mustRenameToSaveMsg()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeOpenFilename()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeImportFilename()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeSaveFilename()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeExportFilename()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeReferenceFilename()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_beforeOpenUserFileTranslator(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="value">MPxFileTranslator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeOpenUserFileTranslator()">
      <returns>Returns a MPxFileTranslator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_beforeImportUserFileTranslator(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="value">MPxFileTranslator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeImportUserFileTranslator()">
      <returns>Returns a MPxFileTranslator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_beforeSaveUserFileTranslator(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="value">MPxFileTranslator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeSaveUserFileTranslator()">
      <returns>Returns a MPxFileTranslator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_beforeExportUserFileTranslator(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="value">MPxFileTranslator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeExportUserFileTranslator()">
      <returns>Returns a MPxFileTranslator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_beforeReferenceUserFileTranslator(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="value">MPxFileTranslator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_beforeReferenceUserFileTranslator()">
      <returns>Returns a MPxFileTranslator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_exportType()">
      <returns>Returns a ExportType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_lastTempFile()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_errorStatus()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_fileCurrentlyLoading()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isImportingFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_isReferencingFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_currentlyReadingFileVersion()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_latestMayaFileVersion()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.set_metadata(Autodesk.Maya.MetaData.Associations)">
      <param name="value">Associations</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileIO.get_metadata()">
      <returns>Returns a Associations.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.currentFile">
      <summary>
        <para>Return the name of the currently active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MString</ref> containing the file name </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the name of the current active scene. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.fileType">
      <summary>
        <para>Return the type of the current active scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isReadingFile">
      <summary>
        <para>Determine if Maya is currently in the middle of a file read operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>File import operations and file reference operations are both also file read operations.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if maya is currently in the process of reading a file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if maya is not currently reading a file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isWritingFile">
      <summary>
        <para>Determine if Maya is currently in the middle of a file write operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if maya is currently in the process of writing a file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if maya is not currently writing a file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isOpeningFile">
      <summary>
        <para>Determine if Maya is currently performing a file open operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This condition differs from <ref>isReadingFile()</ref> which is only true when were are actually reading the contents of the file from disk. In contrast, <ref>isOpeningFile()</ref> will be true during the pre-read operations such as the new operation to delete the current scene contents as well as post read-operations.</para>
        <para>The <ref>isOpeningFile()</ref> method can be used in conjunction with <ref>isNewingFile()</ref> to determine if a "new" operation is currently being performed on behalf of an "open" operation.</para>
        <para>Maya performs two types of "new" operations: 1) explicit "new" on account of a File&gt;New or "file -new", and 2) implicit "new" due to file open. The <ref>isOpeningFile()</ref> method can be used in conjunction with <ref>isNewingFile()</ref> to determine if a "new" operation is currently being performed on behalf of an "open" operation. The following table lists how the <ref>isNewingFile()</ref> and <ref>isOpeningFile()</ref> methods can be used to determine the current state: </para>
        <para>
          <table>
            <tr>
              <td>
                <para />
              </td>
              <td>
                <para>
                  <ref>isNewingFile()</ref> returns false </para>
              </td>
              <td>
                <para>
                  <ref>isNewingFile()</ref> returns true  </para>
              </td>
            </tr>
            <tr>
              <td>
                <para>
                  <ref>isOpeningFile()</ref> returns false </para>
              </td>
              <td>
                <para>Maya is neither in new nor open </para>
              </td>
              <td>
                <para>Maya is perfroming an explicit new (a File&gt;New or file -new)  </para>
              </td>
            </tr>
            <tr>
              <td>
                <para>
                  <ref>isOpeningFile()</ref> returns true </para>
              </td>
              <td>
                <para>Maya is opening a file, and is not currently performing a new </para>
              </td>
              <td>
                <para>Maya is opening a file and is performing a new on behalf of the open  </para>
              </td>
            </tr>
          </table>
        </para>
        <para>Based on the above table, it is easy to see how the four distinct states can easily be detected.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if maya is currently in the process of opening a file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if maya is not currently opening a file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isNewingFile">
      <summary>
        <para>Determine if Maya is currently performing a "new" operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya performs two types of "new" operations: 1) explicit "new" on account of a File&gt;New or "file -new", and 2) implicit "new" due to file open. The <ref>isOpeningFile()</ref> method can be used in conjunction with <ref>isNewingFile()</ref> to determine if a "new" operation is currently being performed on behalf of an "open" operation. The following table lists how the <ref>isNewingFile()</ref> and <ref>isOpeningFile()</ref> methods can be used to determine the current state: </para>
        <para>
          <table>
            <tr>
              <td>
                <para />
              </td>
              <td>
                <para>
                  <ref>isNewingFile()</ref> returns false </para>
              </td>
              <td>
                <para>
                  <ref>isNewingFile()</ref> returns true  </para>
              </td>
            </tr>
            <tr>
              <td>
                <para>
                  <ref>isOpeningFile()</ref> returns false </para>
              </td>
              <td>
                <para>Maya is neither in new nor open </para>
              </td>
              <td>
                <para>Maya is perfroming an explicit new (a File&gt;New or file -new)  </para>
              </td>
            </tr>
            <tr>
              <td>
                <para>
                  <ref>isOpeningFile()</ref> returns true </para>
              </td>
              <td>
                <para>Maya is opening a file, and is not currently performing a new </para>
              </td>
              <td>
                <para>Maya is opening a file and is performing a new on behalf of the open  </para>
              </td>
            </tr>
          </table>
        </para>
        <para>Based on the above table, it is easy to see how the four distinct states can easily be detected.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if maya is currently in the process of a new operation. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if maya is not currently in new. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isSavingReference">
      <summary>
        <para>Determine if Maya is currently in the middle of a save reference operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>i.e. When you do File &gt; Save Reference Edits from the Reference Editor or <code>file -saveReference</code>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if Maya is currently in the process of a save reference operation </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if Maya is not currently doing a save reference </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.mustRenameToSave">
      <summary>
        <para>Scenes may be flagged as needing to be renamed before saving. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The purpose is to prevent overwriting the original file, which may have had a significant change. Users will need to use save as to save the scene with a different file name.</para>
        <para>This method returns true if the scene must be renamed before it can be saved.</para>
        <para>
          <section>
            <para>true if this file must be renamed before saving.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method enabled or disables a state where the current Maya scene must save to a different file name. </para>
      </summary>
      <remarks>
        <para>This can be used to prevent a user from overwriting the original scene if a particularly dangerous or experimental change was made.</para>
        <para>If enabled, the user must use save as to save the scene to a different name.</para>
        <para>Once the file is renamed, this state is cleared and the file may be saved.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.mustRenameToSaveMsg">
      <summary>
        <para>This method returns a string that is displayed when a user attempts to save a scene that was set to not overwrite itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the <ref>MFileIO::setMustRenameToSave()</ref> documentation.</para>
        <para>If a custom message was not set, this method will return an empty string.</para>
        <para>
          <section>
            <para>The error message to display.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets a string that is displayed when a user attempts to save a scene that was set to not overwrite itself. </para>
      </summary>
      <remarks>
        <para>See the <ref>MFileIO::setMustRenameToSave()</ref> documentation.</para>
        <para>To use the default error message, pass an empty string to this method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeOpenFilename">
      <summary>
        <para>Retrieves the name of the file requested to be opened. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name can be retrieved from within the beforeOpenCheck and beforeOpen callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be opened). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>The name of the file to be opened</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeImportFilename">
      <summary>
        <para>Retrieves the name of the file requested to be imported. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name can be retrieved from within the beforeImportCheck and beforeImport callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be imported). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>The name of the file to be imported</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeSaveFilename">
      <summary>
        <para>Retrieves the name of the file requested to be saved. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name can be retrieved from within the beforeSaveCheck and beforeSave callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be saved). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>The name of the file to be saved</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeExportFilename">
      <summary>
        <para>Retrieves the name of the file requested to be exported. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name can be retrieved from within the beforeExportCheck and beforeExport callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be exported). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>The name of the file to be exported</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeReferenceFilename">
      <summary>
        <para>Retrieves the name of the file requested to be referenced. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name can be retrieved from within the beforeRefenceCheck and beforeRefence callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be referenced). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>The name of the file to be referenced</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeOpenUserFileTranslator">
      <summary>
        <para>Retrieves the plug-in-defined file translator being used for file open, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a standard Maya file translator (e.g. mayaAscii) is being used, returns NULL. The translator can be retrieved from within the beforeOpenCheck and beforeOpen callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be opened). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>A pointer to the file translator being used for file open, or NULL.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file translator. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeImportUserFileTranslator">
      <summary>
        <para>Retrieves the plug-in-defined file translator being used for import, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a standard Maya file translator (e.g. mayaAscii) is being used, returns NULL. The translator can be retrieved from within the beforeImportCheck and beforeImport callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be imported). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>A pointer to the file translator being used to import, or NULL.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file translator. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeSaveUserFileTranslator">
      <summary>
        <para>Retrieves the plug-in-defined file translator being used for file save, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a standard Maya file translator (e.g. mayaAscii) is being used, returns NULL. The translator can be retrieved from within the beforeSaveCheck and beforeSave callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be saved). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>A pointer to the file translator being used for file save, or NULL.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file translator. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeExportUserFileTranslator">
      <summary>
        <para>Retrieves the plug-in-defined file translator being used for export, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a standard Maya file translator (e.g. mayaAscii) is being used, returns NULL. The translator can be retrieved from within the beforeExportCheck and beforeExport callback functions (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be exported). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>A pointer to the file translator being used to export, or NULL.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file translator. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.beforeReferenceUserFileTranslator">
      <summary>
        <para>Retrieves the plug-in-defined file translator being used for file reference, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a standard Maya file translator (e.g. mayaAscii) is being used, returns NULL. The translator can be retrieved from within the beforeRefenceCheck and beforeRefence callback functions. (that must be registered using <ref>MSceneMessage::addCallback()</ref> before the file is attempted to be referenced). If called outside of these two callback functions the results are undefined.</para>
        <para>
          <section>
            <para>A pointer to the file translator being used for file reference, or NULL.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file translator. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.exportType">
      <summary>
        <para>Returns the type of export currently in progress. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is valid from the start of the kBeforeExportCheck callback through to the end of the kAfterExport callback, and for any callbacks which occur between them. See <ref>MSceneMessage</ref> for more information on these callbacks.</para>
        <para>
          <section>
            <para>The type of export currently in progress.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.lastTempFile">
      <summary>
        <para>Returns the temp file used during file save. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the temp file</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.errorStatus">
      <summary>
        <para>Returns the error status of the last file read. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns true if any error occurred during the last file read, else false is returned.</para>
        <para>
          <section>
            <para>Boolean value indicating the error status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error in retrieving the file name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.fileCurrentlyLoading">
      <summary>
        <para>Return the name of the file currently being loaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MString</ref> containing the name of the file being loaded. An empty string if no load is taking place. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isImportingFile">
      <summary>
        <para>Determine if Maya is currently in the middle of a file import operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>File import operations are a subset of file reading operations.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if Maya is currently in the process of importing a file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if Maya is not currently importing a file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.isReferencingFile">
      <summary>
        <para>Determine if Maya is currently in the middle of a file reference operation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>File reference operations are a subset of file reading operations.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if Maya is currently in the process of referencing a file </para>
                </item>
                <item>
                  <para>
                    <b>false</b> if Maya is not currently referencing a file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.currentlyReadingFileVersion">
      <summary>
        <para>Each Maya file format version has a unique integer identifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Identifiers go up sequentially with each new file format.</para>
        <para>This method returns the identifier for the version of the file that is currently being read into Maya.</para>
        <para>
          <section>
            <para>The version of the file that is currently being read, or -1 if a file is not currently being read. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.latestMayaFileVersion">
      <summary>
        <para>Each Maya file format version has a unique integer identifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns the identifier for the file format version that will be saved by this version of Maya.</para>
        <para>
          <section>
            <para>The version of the file format saved by this version of Maya </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileIO.metadata" />
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode">
      <summary>
        <para>Specifies which references to load. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadDefault">
      <summary>
        <para>Load references that were loaded when scene was saved. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadAllReferences">
      <summary>
        <para>Load all references in the scene. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadNoReferences">
      <summary>
        <para>Don't load any references. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion">
      <summary>
        <para>Specifies the unique identifier for official Maya file format versions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion4_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion4_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion5_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion6_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion6_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion7_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion8_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion8_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2008">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2009">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2010">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2011">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2012">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2013">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod">
      <summary>
        <para>Specifies what to do with objects remaining in the file reference's namespace, when the file reference is removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kRemoveNamespaceIfEmpty">
      <summary>
        <para>If the reference is alone in its namespace, remove the namespace. </para>
      </summary>
      <remarks>
        <para>Else, keep the objects and the namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kMergeNamespaceWithRootNamespace">
      <summary>
        <para>Move remaining objects to root namespace, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kMergeNamespaceWithParentNamespace">
      <summary>
        <para>Move remaining objects to parent namespace, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kForceDeleteNamespaceContent">
      <summary>
        <para>Delete all namespace content, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.ExportType">
      <summary>
        <para>Types of export operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAll">
      <summary>
        <para>Export all. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeSelected">
      <summary>
        <para>Export selected. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAnim">
      <summary>
        <para>Export anim. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAnimFromReference">
      <summary>
        <para>Export anim from reference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAsReference">
      <summary>
        <para>Export as reference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeEdits">
      <summary>
        <para>Export edits. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypePrefObjects">
      <summary>
        <para>Export pref objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode">
      <summary>
        <para>Specifies which references to load. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadDefault">
      <summary>
        <para>Load references that were loaded when scene was saved. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadAllReferences">
      <summary>
        <para>Load all references in the scene. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ReferenceMode.kLoadNoReferences">
      <summary>
        <para>Don't load any references. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion">
      <summary>
        <para>Specifies the unique identifier for official Maya file format versions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion4_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion4_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion5_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion6_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion6_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion7_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion8_0">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion8_5">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2008">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2009">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2010">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2011">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2012">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.MayaFileFormatVersion.kVersion2013">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod">
      <summary>
        <para>Specifies what to do with objects remaining in the file reference's namespace, when the file reference is removed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kRemoveNamespaceIfEmpty">
      <summary>
        <para>If the reference is alone in its namespace, remove the namespace. </para>
      </summary>
      <remarks>
        <para>Else, keep the objects and the namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kMergeNamespaceWithRootNamespace">
      <summary>
        <para>Move remaining objects to root namespace, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kMergeNamespaceWithParentNamespace">
      <summary>
        <para>Move remaining objects to parent namespace, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.NamespaceMergeMethod.kForceDeleteNamespaceContent">
      <summary>
        <para>Delete all namespace content, and delete namespace. </para>
      </summary>
      <remarks>
        <para>Cannot be used if the reference resides in the root namespace. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileIO.ExportType">
      <summary>
        <para>Types of export operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAll">
      <summary>
        <para>Export all. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeSelected">
      <summary>
        <para>Export selected. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAnim">
      <summary>
        <para>Export anim. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAnimFromReference">
      <summary>
        <para>Export anim from reference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeAsReference">
      <summary>
        <para>Export as reference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypeEdits">
      <summary>
        <para>Export edits. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileIO.ExportType.kExportTypePrefObjects">
      <summary>
        <para>Export pref objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileObject">
      <summary>
        <para>Manipulate filenames and search paths. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MFileObject</ref> class implements an object that contains both a filename and a search path. The search path is specified by a single string in which multiple elements are separated by ':' characters. As well this string can contain Unix environment variables, specified as $VARNAME,</para>
        <para>Filenames can be produced by the class by combining the path element with the filename element of the <ref>MFileObject</ref>. As well, methods are available to test for the existance of the files produced. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new <ref>MFileObject</ref> that contains neither a path nor a filename. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new <ref>MFileObject</ref> that contains neither a path nor a filename. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.#ctor(Autodesk.Maya.OpenMaya.MFileObject)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new <ref>MFileObject</ref> that contains neither a path nor a filename. </para>
      </remarks>
      <param name="other">MFileObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.getCPtr(Autodesk.Maya.OpenMaya.MFileObject)">
      <param name="obj">MFileObject</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.assign(Autodesk.Maya.OpenMaya.MFileObject)">
      <param name="other">MFileObject</param>
      <returns>Returns a MFileObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.overrideResolvedFullName(System.String)">
      <summary>
        <para>Normally when a raw file name is set, Maya will perform a series of operations on it in an attempt to resolve it to a valid file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This final resolved file name can be accessed through the <ref>MFileObject::resolvedName()</ref>, <ref>MFileObject::resolvedPath()</ref>, and MFileObject::resolvedFullFileName() methods and can be quite different from the originally specified raw file name.</para>
        <para>This method will override the normal Maya path resolution process and explicitly set the resolved file name. This path does not have to be a valid file path, but if any '/' characters appear in the given name then the resolved path element of the <ref>MFileObject</ref> is set to everything in name up to, but not including the last '/'. The resolved filename is set to the part of name after the final '/'.</para>
        <para>Once the resolved file name is set, it is only guaranteed to be retained in the <ref>MFileObject</ref> so long as the raw file path is not updated. Once <ref>MFileObject::setRawPath()</ref>, <ref>MFileObject::setRawName()</ref>, or <ref>MFileObject::setRawFullName()</ref> is called, the normal Maya path resolution process will be re-invoked and the resolved path and filename will be updated.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullFileName">the string used to override the path and filename.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.pathCount()">
      <summary>
        <para>Returns the number of paths in the path element of the <ref>MFileObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will be equal to one more than the number of ':' characters specified by the setRawPath method.</para>
        <para>
          <section>
            <para>The number of path elements. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.ithPath(System.UInt32)">
      <summary>
        <para>Returns the indicated portion of the path element of the <ref>MFileObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All variables in the path element are expanded, and the portion indicated by the argument is extracted and returned.</para>
        <para>
          <section>
            <para>The path element. </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired path portion.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.ithFullName(System.UInt32)">
      <summary>
        <para>Returns the pathname of a file constructed from the indicated portion of the path element and filename element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All variables in the path element are expanded, and the indicated path portion is prepended to the filename element to construct the fullName.</para>
        <para>
          <section>
            <para>The pathname. </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the desired path portion.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.exists()">
      <summary>
        <para>Checks to see if the file returned by the fullName method exists and is readable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the file exists and is readable, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.exists(System.UInt32)">
      <summary>
        <para>Checks to see if the file returned by the fullName method exists and is readable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the file exists and is readable, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="index">UInt32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.setResolveMethod(Autodesk.Maya.OpenMaya.MFileObject+MFileResolveMethod)">
      <summary>
        <para>Set the steps that should be used to resolve this file path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="method">Structure indicating how to resolve the file path. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.isAbsolutePath(System.String)">
      <summary>
        <para>Utility method which checks a file path string and determines if it represents an absolute file path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An absolute path can uniquely identify a directory or file.</para>
        <para>
          <section>
            <para>True if fileName is an absolute path </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">the string used to check if it is absolute</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.getResolvedFullName(System.String)">
      <summary>
        <para>This is a static convenience method for performing a straightforward resolve of a file path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the simplest version of this overloaded method. Another version provides additional arguments to the call.</para>
        <para>The caller specifies the rawFullName of the unresolved file path, and the resolved name is returned.</para>
        <para>Use of this method is suitable when the requirement is simply to convert an unresolved path to a resolved path using the default settings and when the calling code does not require access to the instance of the <ref>MFileObject</ref> before the resolution for additional setup, or after the resolution for subsequent operations.</para>
        <para>Note: internally the resolution is performed using the default ResolveMethod of <ref>MFileObject::kNone</ref>. While this is suitable in many situations, it may not be appropriate if the file is expected to exist. The overloaded version of this method provides more control over the resolve method that is used. Refer to <ref>MFileObject::MFileResolveMethod</ref> for more information about how the resolution mode is used.</para>
        <para>
          <section>
            <para>The full path to the resolved file. </para>
          </section>
        </para>
      </remarks>
      <param name="rawFullName">The fully specified unresolved path</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.getResolvedFullName(System.String,System.Boolean&amp;,Autodesk.Maya.OpenMaya.MFileObject+MFileResolveMethod)">
      <summary>
        <para>This is a static convenience method for performing a straightforward resolve of a file path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the simplest version of this overloaded method. Another version provides additional arguments to the call.</para>
        <para>The caller specifies the rawFullName of the unresolved file path, and the resolved name is returned.</para>
        <para>Use of this method is suitable when the requirement is simply to convert an unresolved path to a resolved path using the default settings and when the calling code does not require access to the instance of the <ref>MFileObject</ref> before the resolution for additional setup, or after the resolution for subsequent operations.</para>
        <para>Note: internally the resolution is performed using the default ResolveMethod of <ref>MFileObject::kNone</ref>. While this is suitable in many situations, it may not be appropriate if the file is expected to exist. The overloaded version of this method provides more control over the resolve method that is used. Refer to <ref>MFileObject::MFileResolveMethod</ref> for more information about how the resolution mode is used.</para>
        <para>
          <section>
            <para>The full path to the resolved file. </para>
          </section>
        </para>
      </remarks>
      <param name="rawFullName">The fully specified unresolved path</param>
      <param name="exists">Boolean&amp;</param>
      <param name="method">MFileResolveMethod</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.getResolvedFullName(System.String,System.Boolean&amp;)">
      <summary>
        <para>This is a static convenience method for performing a straightforward resolve of a file path. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the simplest version of this overloaded method. Another version provides additional arguments to the call.</para>
        <para>The caller specifies the rawFullName of the unresolved file path, and the resolved name is returned.</para>
        <para>Use of this method is suitable when the requirement is simply to convert an unresolved path to a resolved path using the default settings and when the calling code does not require access to the instance of the <ref>MFileObject</ref> before the resolution for additional setup, or after the resolution for subsequent operations.</para>
        <para>Note: internally the resolution is performed using the default ResolveMethod of <ref>MFileObject::kNone</ref>. While this is suitable in many situations, it may not be appropriate if the file is expected to exist. The overloaded version of this method provides more control over the resolve method that is used. Refer to <ref>MFileObject::MFileResolveMethod</ref> for more information about how the resolution mode is used.</para>
        <para>
          <section>
            <para>The full path to the resolved file. </para>
          </section>
        </para>
      </remarks>
      <param name="rawFullName">The fully specified unresolved path</param>
      <param name="exists">Boolean&amp;</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_rawName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_rawName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_rawPath(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_rawPath()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_rawFullName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_rawFullName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_expandedPath()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_expandedFullName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_resolvedName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_resolvedPath()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_resolvedFullName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_isSet()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_resolveMethod(Autodesk.Maya.OpenMaya.MFileObject+MFileResolveMethod)">
      <param name="value">MFileResolveMethod</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_resolveMethod()">
      <returns>Returns a MFileResolveMethod.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_path()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.set_fullName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFileObject.get_fullName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.rawName">
      <summary>
        <para>Returns the unresolved filename element of the <ref>MFileObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unresolved filename. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the unresolved filename element of the <ref>MFileObject</ref> instance. </para>
      </summary>
      <remarks>
        <para>This name should not contain any '/' characters, it should indicate simply the name of a file. The directories in which this name will be searched for are specified by setRawPath.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.rawPath">
      <summary>
        <para>Returns the path element of the <ref>MFileObject</ref> with all environment variables unexpanded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The path. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the unresolved path element of the <ref>MFileObject</ref> instance. </para>
      </summary>
      <remarks>
        <para>This should contain a list of directories, each separated by a single ':' character. The pathnames can contain Unix environment variables in the form $VARNAME. These will be expanded when paths to actual filenames are constructed.</para>
        <para>Note that if the specified pathName is relative, contains environment variables, or does not exist, the paths returned by <ref>MFileObject::resolvedPath()</ref> and <ref>MFileObject::expandedPath()</ref> may not match the rawPath. See the description of <ref>MFileObject::resolvedPath()</ref> and <ref>MFileObject::expandedPath()</ref> for more information.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.rawFullName">
      <summary>
        <para>Returns the unresolved full file name (path plus filename) of the <ref>MFileObject</ref> with all environment variables unexpanded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine differs from <ref>MFileObject::expandedFullName()</ref> in that it returns the unexpanded instead of expanded values.</para>
        <para>
          <section>
            <para>The full, unresolved file path. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method combines the functions of the setRawName and setRawPath methods in that it sets both the path and filename from the given name. </para>
      </summary>
      <remarks>
        <para>If any '/' characters appear in the given name then the path element of the <ref>MFileObject</ref> is set to everything in name up to, but not including the last '/'. The filename is set to the part of name after the final '/'.</para>
        <para>If no '/' characters appear in the given name then the path element is set to "." and the filename is set to the given name.</para>
        <para>Note that if the specified fullFileName is relative, contains environment variables, or does not exist, the full names returned by <ref>MFileObject::resolvedFullName()</ref> and <ref>MFileObject::expandedFullName()</ref> may not match the fullFileName. See the description of <ref>MFileObject::resolvedFullName()</ref> and <ref>MFileObject::expandedFullName()</ref> for more information.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.expandedPath">
      <summary>
        <para>Returns the raw path element of the unresolved <ref>MFileObject</ref> with all environment variables expanded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In the case that the path expands to multiple paths, the first expanded path will be returned.</para>
        <para>After expanding environment variables Maya may perform additional modifications to the path in order to resolve it to a valid location on disk. This resolved path can be accessed through <ref>MFileObject::resolvedPath()</ref>.</para>
        <para>
          <section>
            <para>The expanded path. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.expandedFullName">
      <summary>
        <para>Returns the pathname of a file constructed from the unresolved <ref>MFileObject</ref> values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The file name will consist of the the expanded raw path and raw name elements. All variables in the path element are expanded, and the first path (the part before the first separator (':') in the path) is prepended to the filename element to construct the fullName.</para>
        <para>After expanding environment variables Maya may perform additional modifications to the full file name in order to resolve it to a valid location on disk. This resolved full file name can be accessed through <ref>MFileObject::resolvedFullName()</ref>.</para>
        <para>This routine differs from <ref>MFileObject::rawFullName()</ref> in that it returns the expanded instead of unexpanded values.</para>
        <para>
          <section>
            <para>The expanded filename. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.resolvedName">
      <summary>
        <para>Returns the resolved filename element of the <ref>MFileObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The resolved filename. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.resolvedPath">
      <summary>
        <para>Returns the resolved path element of the <ref>MFileObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In order to build the resolved path, Maya first expands all environment variables and then may perform additional modifications, such as prepending directories to a relative path name, in order to resolve the path to a valid location on disk.</para>
        <para>
          <section>
            <para>The resolved path. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.resolvedFullName">
      <summary>
        <para>Returns the first pathname of a file constructed from the path and filename elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All variables in the path element are expanded, and the first path (the part before the first ':' in the path) is prepended to the filename element. After expanding all environment variables Maya may then perform additional modifications, such as prepending directories to a relative path name, in order to resolve the path to a valid location on disk.</para>
        <para>
          <section>
            <para>The full, resolved filename. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.isSet">
      <summary>
        <para>Checks to see if both file and path elements of the <ref>MFileObject</ref> have been set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if both elements have been set, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.resolveMethod">
      <summary>
        <para>Returns the file-path resolution steps this object will use. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Resolution method </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the steps that should be used to resolve this file path. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.name">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Returns the filename element of the <ref>MFileObject</ref>.</para>
        <para>
          <section>
            <para>The resolved filename. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>Set the filename element of the <ref>MFileObject</ref> instance. This name should not contain any '/' characters, it should indicate simply the name of a file. The directories in which this name will be searched for are specified by setRawPath.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.path">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Returns the path element of the <ref>MFileObject</ref> with all environment variables expanded.</para>
        <para>
          <section>
            <para>The expanded path. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFileObject.fullName">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Returns the first pathname of a file constructed from the path and filename elements. All variables in the path element are expanded, and the first path (the part before the first ':' in the path) is prepended to the filename element to construct the fullName.</para>
        <para>
          <section>
            <para>The expanded filename. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>
          <section />
        </para>
        <para>This method combines the functions of the setName and setRawPath methods in that it sets both the path and filename from the given name.</para>
        <para>If any '/' characters appear in the given name then the path element of the <ref>MFileObject</ref> is set to everything in name up to, but not including the last '/'. The filename is set to the part of name after the final '/'.</para>
        <para>If no '/' characters appear in the given name then the path element is set to "." and the filename is set to the given name.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod">
      <summary>
        <para>Options to be used when resolving a file path. </para>
      </summary>
      <remarks>
        <para>When more than one resolve method is used, Maya will perform checks in a pre-determined sequence, stopping when it encounters an existing file. The default mode MFileResolveMethod::kNone cannot be used in combination with other modes. Note that not all resolve methods check whether or not a file actually exists. Some resolution modes, such as MFileResolveMethod::kInputFile, imply that the file is being used for input, and is expected to exist. These modes will check if the file exists to determine whether or not the resolution is successful. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kNone">
      <summary>
        <para>(Default) The resolved path is simply the resulting path after converting the raw value to its expanded form. </para>
      </summary>
      <remarks>
        <para>If the path contains environment variables, the resolved value will be the first path returned from their expansion. Relative paths will be considered to be relative to root of the current project. The resolution algorithm will not check if this file actually exists - the resolution will be considered successful whether it exists or not. With this mode, the resolver will not continue on to attempt to resolve using any other resolve method. The user must explicitly check <ref>MFileObject::exists()</ref> to determine if it is an existing path. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kExact">
      <summary>
        <para>Checks if expanded paths exist. </para>
      </summary>
      <remarks>
        <para>If paths are relative, assume it's relative to the current workspace (so check workspace current directory, file-rule directory and root directory) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kDirMap">
      <summary>
        <para>Checks path against mappings defined with the dirmap command. Only for absolute paths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kStrict">
      <summary>
        <para>Equivalent to the file -strict flag. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kReferenceMappings">
      <summary>
        <para>Check path against any previously re-mapped reference locations. </para>
      </summary>
      <remarks>
        <para>If kRelative/kBaseName are set, then even if we have an absolute path, convert to relative and/or baseName and look for them in directories provided to the missing reference dialog. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kRelative">
      <summary>
        <para>Strips away the project directory, and treats path as relative. </para>
      </summary>
      <remarks>
        <para>Relative to the current workspace, that is. So look in the workspace current directory, file-rules directory and the root directory </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kBaseName">
      <summary>
        <para>Strips away everything but the base file name and look in the current workspace. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kInputFile">
      <summary>
        <para>This mode is the default on file open and import, and is suitable for files that are to be used as input files. </para>
      </summary>
      <remarks>
        <para>The file will be checked for existence. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kInputReference">
      <summary>
        <para>This mode is the default on file reference. </para>
      </summary>
      <remarks>
        <para>In addition to the checks done for a regular input file, it will also check the reference mappings. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod">
      <summary>
        <para>Options to be used when resolving a file path. </para>
      </summary>
      <remarks>
        <para>When more than one resolve method is used, Maya will perform checks in a pre-determined sequence, stopping when it encounters an existing file. The default mode MFileResolveMethod::kNone cannot be used in combination with other modes. Note that not all resolve methods check whether or not a file actually exists. Some resolution modes, such as MFileResolveMethod::kInputFile, imply that the file is being used for input, and is expected to exist. These modes will check if the file exists to determine whether or not the resolution is successful. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kNone">
      <summary>
        <para>(Default) The resolved path is simply the resulting path after converting the raw value to its expanded form. </para>
      </summary>
      <remarks>
        <para>If the path contains environment variables, the resolved value will be the first path returned from their expansion. Relative paths will be considered to be relative to root of the current project. The resolution algorithm will not check if this file actually exists - the resolution will be considered successful whether it exists or not. With this mode, the resolver will not continue on to attempt to resolve using any other resolve method. The user must explicitly check <ref>MFileObject::exists()</ref> to determine if it is an existing path. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kExact">
      <summary>
        <para>Checks if expanded paths exist. </para>
      </summary>
      <remarks>
        <para>If paths are relative, assume it's relative to the current workspace (so check workspace current directory, file-rule directory and root directory) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kDirMap">
      <summary>
        <para>Checks path against mappings defined with the dirmap command. Only for absolute paths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kStrict">
      <summary>
        <para>Equivalent to the file -strict flag. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kReferenceMappings">
      <summary>
        <para>Check path against any previously re-mapped reference locations. </para>
      </summary>
      <remarks>
        <para>If kRelative/kBaseName are set, then even if we have an absolute path, convert to relative and/or baseName and look for them in directories provided to the missing reference dialog. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kRelative">
      <summary>
        <para>Strips away the project directory, and treats path as relative. </para>
      </summary>
      <remarks>
        <para>Relative to the current workspace, that is. So look in the workspace current directory, file-rules directory and the root directory </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kBaseName">
      <summary>
        <para>Strips away everything but the base file name and look in the current workspace. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kInputFile">
      <summary>
        <para>This mode is the default on file open and import, and is suitable for files that are to be used as input files. </para>
      </summary>
      <remarks>
        <para>The file will be checked for existence. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFileObject.MFileResolveMethod.kInputReference">
      <summary>
        <para>This mode is the default on file reference. </para>
      </summary>
      <remarks>
        <para>In addition to the checks done for a regular input file, it will also check the reference mappings. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatPoint">
      <summary>
        <para>Implementation of a point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides an implementation of a point in float. Numerous convienence operators are provided to help with the manipulation of points. This includes operators that work with the <ref>MFloatVector</ref> and <ref>MFloatMatrix</ref> classes.</para>
        <para>All methods that query the point are threadsafe, all methods that modify the point are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="srcpt">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="src">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Single</param>
      <param name="yy">Single</param>
      <param name="zz">Single</param>
      <param name="ww">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(System.Single,System.Single,System.Single)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Single</param>
      <param name="yy">Single</param>
      <param name="zz">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(System.Single,System.Single)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="xx">Single</param>
      <param name="yy">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.#ctor(System.Single[])">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The instance is initialized to the origin. </para>
      </remarks>
      <param name="d">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.getCPtr(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="obj">MFloatPoint</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.set_Item(System.UInt32,System.Single)">
      <param name="index">UInt32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get(System.Double[])">
      <summary>
        <para>Copy the values of x, y, z, and w from the instance to the four elements of the given array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="dest">the four element array of doubles</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get(System.Single[])">
      <summary>
        <para>Copy the values of x, y, z, and w from the instance to the four elements of the given array of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="dest">the four element array of doubles</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.setCast(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Copy the values of x, y, z, and w from srcpt to the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this operation will lose precision as it casts from double to single-precision floating point.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> always returned. </para>
          </section>
        </para>
      </remarks>
      <param name="srcpt">the point to copy the x, y, z and w values from.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.setCast(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Copy the values of x, y, z, and w from srcpt to the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this operation will lose precision as it casts from double to single-precision floating point.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> always returned. </para>
          </section>
        </para>
      </remarks>
      <param name="src">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.setCast(System.Double[])">
      <summary>
        <para>Copy the values of x, y, z, and w from srcpt to the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this operation will lose precision as it casts from double to single-precision floating point.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> always returned. </para>
          </section>
        </para>
      </remarks>
      <param name="d">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.assign(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="src">MFloatPoint</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.minus(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="other">MFloatPoint</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.plus(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.minus(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.plusEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="vector">MFloatVector</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.minusEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="vector">MFloatVector</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.multiply(System.Single)">
      <param name="scale">Single</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.divide(System.Single)">
      <param name="scale">Single</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.multiply(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">MFloatMatrix</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.multiplyEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">MFloatMatrix</param>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.equalEqual(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="other">MFloatPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.notEqual(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="other">MFloatPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.cartesianize()">
      <summary>
        <para>If this point instance is of the form P(W*x, W*y, W*z, W), for some scale factor W != 0, then it is reset to be P(x, y, z, 1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will only work correctly if the point is in homogenous form or cartesian form. If the point is in rational form, the results are not defined. </para>
      </remarks>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.rationalize()">
      <summary>
        <para>If this point instance is of the form P(W*x, W*y, W*z, W) (ie. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>is in homogenous or (for W==1) cartesian form), for some scale factor W != 0, then it is reset to be P(x, y, z, W). This will only work correctly if the point is in homogenous or cartesian form. If the point is already in rational form, the resultsare not defined. </para>
      </remarks>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.homogenize()">
      <summary>
        <para>If this point instance is of the form P(x, y, z, W) (ie. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>is in rational or (for W==1) cartesian form), for some scale factor W != 0, then it is reset to be P(W*x, W*y, W*z, W). </para>
      </remarks>
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.distanceTo(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Return the distance between this instance and the point passed as an argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance between the two points. </para>
          </section>
        </para>
      </remarks>
      <param name="other">the point to compute the distance to</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.isEquivalent(Autodesk.Maya.OpenMaya.MFloatPoint,System.Single)">
      <summary>
        <para>Returns true if this instance the the point passed as an argument represent the same position within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the points are equal within the given tolerance and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">the other point to compare to </param>
      <param name="tolerance">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.isEquivalent(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Returns true if this instance the the point passed as an argument represent the same position within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the points are equal within the given tolerance and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="other">the other point to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_origin()">
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.set_x(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_x()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.set_y(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_y()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.set_z(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_z()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.set_w(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_w()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPoint.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.origin">
      <summary>
        <para>A constant representing the origin - (0,0,0,1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.x">
      <summary>
        <para>the x component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.y">
      <summary>
        <para>the y component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.z">
      <summary>
        <para>the z component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.w">
      <summary>
        <para>the w component of the point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatVector">
      <summary>
        <para>A vector math class for vectors of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to Maya's internal vector math library allowing vectors to be handled easily, and in a manner compatible with internal Maya data structures.</para>
        <para>All methods that query the vector are threadsafe, all methods that modify the vector are not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(System.Single,System.Single,System.Single)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="xx">Single</param>
      <param name="yy">Single</param>
      <param name="zz">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(System.Single,System.Single)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="xx">Single</param>
      <param name="yy">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.#ctor(System.Single[])">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a null vector. </para>
      </remarks>
      <param name="d">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.getCPtr(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="obj">MFloatVector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.set_Item(System.UInt32,System.Single)">
      <param name="index">UInt32</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.assign(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="src">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.crossProduct(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="right">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.divideEqual(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.divide(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.multiplyEqual(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.multiply(System.Single)">
      <param name="scalar">Single</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.plus(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.plusEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.minus()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.minus(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.minusEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.multiply(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">MFloatMatrix</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.multiplyEqual(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="arg0">MFloatMatrix</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.multiply(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.notEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.equalEqual(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="other">MFloatVector</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get(System.Single[])">
      <summary>
        <para>Extracts the x, y, and z components of the vector and places them in elements 0, 1, and 2 of the float array passed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if d is a non-zero pointer and <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.normalize()">
      <summary>
        <para>Performs an in place normalization of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Always returns <ref>MS::kSuccess</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.angle(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Returns the angle in radians between the vector and the one passed as an argument. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The angle in radians </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector from which to compute the angle.</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.isEquivalent(Autodesk.Maya.OpenMaya.MFloatVector,System.Single)">
      <summary>
        <para>Returns true if the vector and the one passed as an argument are equal to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <param name="tolerance">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.isEquivalent(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Returns true if the vector and the one passed as an argument are equal to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are equivalent and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.isParallel(Autodesk.Maya.OpenMaya.MFloatVector,System.Single)">
      <summary>
        <para>Returns true if the current vector and the one passed as an argument are parallel to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are parallel and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <param name="tolerance">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.isParallel(Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>Returns true if the current vector and the one passed as an argument are parallel to each other within the specified tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the vectors are parallel and false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">the vector to compare to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.transformAsNormal(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method treats the vector as a normal vector and returns a transformed copy of the vector.</para>
        <para>Normal vectors are not transformed in the same way as position vectors or points. If this vector is treated as a normal vector then it needs to be transformed by post multiplying it by the inverse tanspose of the transformation matrix. This method will apply the proper transformation to the vector as if it were a normal.</para>
        <para>
          <section>
            <para>The resulting transformed vector </para>
          </section>
        </para>
      </remarks>
      <param name="matrix">the transformation matrix</param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_zero()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_one()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_xAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_yAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_zAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_xNegAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_yNegAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_zNegAxis()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.set_x(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_x()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.set_y(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_y()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.set_z(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_z()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_length()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVector.get_normal()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.zero">
      <summary>
        <para>The null vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.one">
      <summary>
        <para>The vector &lt;1.0,1.0,1.0&gt; </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.xAxis">
      <summary>
        <para>Unit vector in the positive x direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.yAxis">
      <summary>
        <para>Unit vector in the positive y direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.zAxis">
      <summary>
        <para>Unit vector in the positive z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.xNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.yNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.zNegAxis">
      <summary>
        <para>Unit vector in the negative z direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.x">
      <summary>
        <para>The x component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.y">
      <summary>
        <para>The y component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.z">
      <summary>
        <para>The z component of the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.length">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The length of the vector. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.normal">
      <summary>
        <para>Computes a unit vector aligned to the vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unit vector. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFn">
      <summary>
        <para>Function Set Type Identifiers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFn</ref> encapsulates all API Function Set type identifiers used for RTTI in the API. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFn.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an <ref>MFn</ref>. Initializes it as an invalid type. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFn.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an <ref>MFn</ref>. Initializes it as an invalid type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFn.getCPtr(Autodesk.Maya.OpenMaya.MFn)">
      <param name="obj">MFn</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFn.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFn.set_nodeType(Autodesk.Maya.OpenMaya.MFn+Type)">
      <param name="value">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFn.get_nodeType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFn.nodeType">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFn.Type">
      <summary>
        <para>Definition of all API types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBase">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNamedObject">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kModel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDependencyNode">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAddDoubleLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAffect">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
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      <summary>
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      <summary>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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        <para>&amp;nbsp;</para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCircleSweepManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kConcentricProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCubicProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCylindricalProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDiscManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFreePointManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCenterManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLimitManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEnableManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFreePointTriadManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPropMoveTriadManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTowPointManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyCreateToolManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySplitToolManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGeometryOnLineManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCameraPlaneManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kToggleOnLineManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStateManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kIsoparmManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLineManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kManipContainer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAverageCurveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBarnDoorManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBevelManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kButtonManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCameraManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCoiManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCpManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
    </member>
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveEdManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDofManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDropoffManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kExtendCurveDistanceManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kExtrudeManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kIkSplineManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kIkRPManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kJointClusterManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLightManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMotionPathManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOffsetCosManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOffsetCurveManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
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      <summary>
        <para>&amp;nbsp;</para>
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        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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      <summary>
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        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLeastSquares">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEnvFogMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLightSource">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLuminance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLambertMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlinnMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLightSourceMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>Custom dependency nodes derived from <ref>MPxNode</ref>. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginLocatorNode">
      <summary>
        <para>Custom locator node derived from <ref>MPxLocatorNode</ref>. </para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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        <para>&amp;nbsp;</para>
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        <para>&amp;nbsp;</para>
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      <remarks />
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        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
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      <remarks />
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      <summary>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGrid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMountain">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRamp">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStencil">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWater">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTexture3d">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBrownian">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCloud">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCrater">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGranite">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLeather">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMarble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRock">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSnow">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSolidFractal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStucco">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTxSl">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWood">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTime">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTimeToUnitConversion">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderSetup">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderGlobals">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderGlobalsList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderQuality">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kResolution">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHardwareRenderGlobals">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kArrayMapper">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnitConversion">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnitToTimeConversion">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUseBackground">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVectorProduct">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeShader">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveCVComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveEPComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveKnotComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveParamComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kIsoparmComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPivotComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceCVComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceEPComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceKnotComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEdgeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLatticeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceRangeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDecayRegionCapComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDecayRegionComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshEdgeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshPolygonComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshFrEdgeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshVertComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshFaceVertComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOrientationComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubVertexComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMultiSubVertexComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSetGroupComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynParticleSetComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSelectionItem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDagSelectionItem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNonDagSelectionItem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kItemList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNumericAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDoubleAngleAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFloatAngleAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDoubleLinearAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFloatLinearAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTimeAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEnumAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnitAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTypedAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCompoundAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGenericAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLightDataAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMatrixAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFloatMatrixAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMessageAttribute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPlugin">
      <summary>
        <para>Custom Plug-in. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kComponentListData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDoubleArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kIntArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLatticeData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMatrixData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsSurfaceData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsCurveData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNumericData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData2Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData2Float">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData2Int">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData2Long">
      <summary>
        <para>Used for backward compatibility. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData2Short">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData3Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData3Float">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData3Long">
      <summary>
        <para>Used for backward compatibility. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData3Int">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData3Short">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginData">
      <summary>
        <para>Custom data types derived from <ref>MPxData</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPointArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSphereData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStringData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStringArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVectorArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSelectionList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTransformGeometry">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCommEdgePtManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCommEdgeOperManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCommEdgeSegmentManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCommCornerManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCommCornerOperManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginDeformerNode">
      <summary>
        <para>Custom deformer node derived from <ref>MPxDeformerNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTorus">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyBoolOp">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSingleShadingSwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDoubleShadingSwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTripleShadingSwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsSquare">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAnisotropy">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNonLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformFunc">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformBend">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformTwist">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformSquash">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformFlare">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformSine">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformWave">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformBendManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformTwistManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformSquashManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformFlareManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformSineManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeformWaveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSoftModManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDistanceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kScript">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveFromMeshEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveCurveIntersect">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsCircular3PtArc">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsCircular2PtArc">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOffsetSurface">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRoundConstantRadius">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRoundRadiusManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRoundRadiusCrvManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRoundConstantRadiusManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kThreePointArcManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTwoPointArcManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTextButtonManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOffsetSurfaceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageLoad">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageSave">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageNetSrc">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageNetDest">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageRender">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageAdd">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageDiff">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageMultiply">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageOver">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageUnder">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageColorCorrect">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageBlur">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageDepth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageDisplay">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageView">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageMotionBlur">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kViewColorManager">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMatrixFloatData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSkinShader">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kComponentManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSelectionListData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectMultiFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectNameFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectTypeFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectAttrFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectRenderFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectScriptFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSelectionListOperator">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdiv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyToSubdiv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSkinClusterFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyingGroup">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCharacter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCharacterOffset">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDagPose">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStitchAsNurbsShell">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kExplodeNurbsShell">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsBoolean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStitchSrfManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kForceUpdateManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginManipContainer">
      <summary>
        <para>Custom manipulator containers derived from <ref>MPxManipContainer</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySewEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyMergeVert">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySmoothFacet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSmoothCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGlobalStitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivCVComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivEdgeComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivFaceComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUVManip2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTranslateUVManip2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRotateUVManip2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kScaleUVManip2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyTweakUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMoveUVShellManip2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginShape">
      <summary>
        <para>Custom shapes (dependency nodes) derived from <ref>MPxSurfaceShape</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGeometryData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSingleIndexedComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDoubleIndexedComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTripleIndexedComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kExtendSurfaceDistanceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSquareSrf">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSquareSrfManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivToPoly">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynBase">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynEmitterManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynFieldsManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynBaseFieldManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynAirManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynNewtonManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynTurbulenceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynSpreadManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynAttenuationManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynArrayAttrsData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginFieldNode">
      <summary>
        <para>Custom dependency graph node representing a field derived from <ref>MPxFieldNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginEmitterNode">
      <summary>
        <para>Custom dependency graph node representing an emitter derived from <ref>MPxEmitterNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginSpringNode">
      <summary>
        <para>Custom dependency graph node representing a spring derived from <ref>MPxSpringNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDisplayLayer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDisplayLayerManager">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyColorPerVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCreateColorSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeleteColorSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCopyColorSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendColorSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyColorMod">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyColorDel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCharacterMappingData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynSweptGeometryData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWrapFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshVtxFaceComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBinaryData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute2Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute2Float">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute2Short">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute2Long">
      <summary>
        <para>Used for backward compatibility. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute2Int">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute3Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute3Float">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute3Short">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute3Int">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute3Long">
      <summary>
        <para>Used for backward compatibility. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kReference">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlindData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlindDataTemplate">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyBlindData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyNormalPerVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsToSubdiv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginIkSolver">
      <summary>
        <para>Custom IK Solvers derived from <ref>MPxIkSolverNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kInstancer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMoveVertexManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStroke">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBrush">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStrokeGlobals">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginGeometryData">
      <summary>
        <para>Custom container for arbitrary Geometry type derived from <ref>MPxGeometryData</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLightLink">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynGlobals">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyReduce">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLodThresholds">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kChooser">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLodGroup">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMultDoubleLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFourByFourMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTowPointOnSurfaceManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceEdManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSurfaceFaceComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClipScheduler">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClipLibrary">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubSurface">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSmoothTangentSrf">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderPass">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderPassSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderLayer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderLayerManager">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPassContributionMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPrecompExport">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderTarget">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderedImageSource">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImageSource">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyFlipEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyExtrudeEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAnimBlend">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAnimBlendInOut">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyAppendVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUvChooser">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivCompId">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeAxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDeleteUVSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdHierBlind">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdBlindData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCharacterMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLayeredTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivCollapse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kParticleSamplerInfo">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCopyUVSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCreateUVSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySplitVert">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivGeom">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUInt64ArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySplitEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivReverseFaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMeshMapComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kXsectionSubdivEdit">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivToNurbs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEditCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEditCurveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCrossSectionManager">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCreateSectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCrossSectionEditManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDropOffFunction">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdBoolean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdModifyEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kModifyEdgeCrvManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kModifyEdgeManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kScalePointManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTransformBoxManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSymmetryLocator">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSymmetryMapVector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSymmetryMapCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveFromSubdivEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCreateBPManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kModifyEdgeBaseManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdExtrudeFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivSurfaceVarGroup">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSfRevolveManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveFromSubdivFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused1">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused2">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused3">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused4">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused5">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUnused6">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyTransfer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyAverageVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyAutoProj">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyLayoutUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyMapSewMove">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdModifier">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMoveVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMoveEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMoveFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdDelFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSnapshotShape">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdivMapComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kJiggleDeformer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGlobalCacheControls">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDiskCache">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdCloseBorder">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMergeVert">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBoxData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBox">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderBox">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdSplitFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeFog">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdTweakUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMapCut">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdLayoutUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMapSewMove">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOcean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeNoise">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdAutoProj">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdSubdivideFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNoise">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAttribute4Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kData4Double">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdPlanProj">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdTweak">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdProjectionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdMappingManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHardwareReflectionMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyNormalizeUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyFlipUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHwShaderNode">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginHardwareShader">
      <summary>
        <para>Custom hardware shader derived from <ref>MPxHardwareShader</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginHwShaderNode">
      <summary>
        <para>Custom hardware shader derived from <ref>MPxHwShaderNode</ref> (old implementation) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdAddTopology">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSubdCleanTopology">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImplicitCone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kImplicitSphere">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRampShader">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeLight">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kOceanShader">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBevelPlus">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStyleCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyCut">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPoke">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyWedgeFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyCutManipContainer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyCutManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPokeManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluidTexture3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluidTexture2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyMergeUV">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyStraightenUVBorder">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAlignManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginTransformNode">
      <summary>
        <para>Custom transform node derived from <ref>MPxTransform</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluidGeom">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluidData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSmear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStringShadingSwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStudioClearCoat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFluidEmitter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHeightField">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kGeoConnector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSnapshotPath">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginObjectSet">
      <summary>
        <para>Custom sets (dependency nodes) derived from <ref>MPxObjectSet</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kQuadShadingSwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyExtrudeVertex">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPairBlend">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTextManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kViewManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kXformManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMute">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kConstraint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTrimWithBoundaries">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveFromMeshCoM">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFollicle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHairSystem">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRemapValue">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRemapColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRemapHsv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHairConstraint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTimeFunction">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMentalRayTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kObjectBinFilter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySmoothProxy">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPfxGeometry">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPfxHair">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHairTubeShader">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPsdFileTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDelta">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaMove">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaScale">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaAddRemove">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaBlockAddRemove">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaInfType">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaTangent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaWeighted">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeDeltaBreakdown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyMirror">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyCreaseEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikEffector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikIKEffector">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikFKJoint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikSolver">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikHandle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kProxyManager">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyAutoProjManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPrism">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPyramid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySplitRing">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPfxToon">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kToonLineAttributes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyDuplicateEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFacade">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMaterialFacade">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kEnvFacade">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAISEnvFacade">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLineModifier">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyArrow">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPrimitiveMisc">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPlatonicSolid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyPipe">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikFloorContactMarker">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHikGroundPlane">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyComponentData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyHelix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCacheFile">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHistorySwitch">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClosestPointOnMesh">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTransferAttributes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDynamicConstraint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyBridgeEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCacheableNode">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNucleus">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNBase">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCacheBase">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCacheBlend">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCacheTrack">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kKeyframeRegionManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveNormalizerAngle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCurveNormalizerLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHyperLayoutDG">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginImagePlaneNode">
      <summary>
        <para>Custom Image Plane classes derived from <ref>MPxImagePlane</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNCloth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNParticle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNRigid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginParticleAttributeMapperNode">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCameraSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginCameraSet">
      <summary>
        <para>Custom cameraSet nodes (dependency nodes) derived from <ref>MPxCameraSet</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kContainer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFloatVectorArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNObjectData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNObject">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginConstraintNode">
      <summary>
        <para>Custom constraint node derived from <ref>MPxConstraint</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAsset">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyEdgeToCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAnimLayer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeBase">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeBoolean">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeDoubleAngle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeDoubleLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeEnum">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeFloat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeFloatAngle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeFloatLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeInt16">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeInt32">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeAdditiveScale">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeAdditiveRotation">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginManipulatorNode">
      <summary>
        <para>Custom manipulator node derived from <ref>MPxManipulatorNode</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNIdData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNId">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kFloatArrayData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMembrane">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMergeVertsToolManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kUint64SingleIndexedComponent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyToolFeedbackManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySelectEditFeedbackManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWriteToFrameBuffer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWriteToColorBuffer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWriteToVectorBuffer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWriteToDepthBuffer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kWriteToLabelBuffer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kStereoCameraMaster">
      <summary>
        <para>Master node for a stereo camera rig. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSequenceManager">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSequencer">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kShot">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBlendNodeTime">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kCreateBezierManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBezierCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBezierCurveData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNurbsCurveToBezier">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kBezierCurveToNurbs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolySpinEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyHoleFace">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPointOnPolyConstraint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyConnectComponents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kSkinBinding">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVolumeBindManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kVertexWeightSet">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kNearestPointOnCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kColorProfile">
      <summary>
        <para>Color Profile Node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kAdskMaterial">
      <summary>
        <para>Consistent material asset from an Autodesk Material Library. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kContainerBase">
      <summary>
        <para>base class for containers </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kDagContainer">
      <summary>
        <para>dag container node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyUVRectangle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kHardwareRenderingGlobals">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyProjectCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kRenderingList">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyExtrudeManip">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPolyExtrudeManipContainer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kThreadedDevice">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClientDevice">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginClientDevice">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kPluginThreadedDevice">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kTimeWarp">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClipGhostShape">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kClipToGhostData">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMandelbrot">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kMandelbrot3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kLast">
      <summary>
        <para>Defines the last entry. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFn.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFn.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnLight">
      <summary>
        <para>Manage dependency graph nodes representing lights. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnLight</ref> allows the creation and manipulation of dependency graph nodes representing lights. This is the top level of a hierarchy of light node function sets. It permits manipulation of the attributes common to all types of lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.getCPtr(Autodesk.Maya.OpenMaya.MFnLight)">
      <param name="obj">MFnLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.lightDirection(System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the direction in which the light is pointing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is only valid for lights which are associated with a direction, such as area, directional or spot lights. The vector returned is not normalized.</para>
        <para>
          <section>
            <para>A vector containing the direction of the light is the specified coordinate system.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">The instance of the light for which to return the direction. </param>
      <param name="space">The coordinate space for which the direction vector is returned. If MSpace::kWorld is passed in the vector will be in the lights world space. If any other MSpace::Space value in pass in the vector will be returned in object (or local) space. </param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.lightDirection(System.Int32)">
      <summary>
        <para>Returns the direction in which the light is pointing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is only valid for lights which are associated with a direction, such as area, directional or spot lights. The vector returned is not normalized.</para>
        <para>
          <section>
            <para>A vector containing the direction of the light is the specified coordinate system.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">The instance of the light for which to return the direction. </param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_color(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_color()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_intensity(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_intensity()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_useRayTraceShadows(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_useRayTraceShadows()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_shadowColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_shadowColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_centerOfIllumination(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_centerOfIllumination()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_numShadowSamples(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_numShadowSamples()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_rayDepthLimit(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_rayDepthLimit()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.set_opticalFXvisibility(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_opticalFXvisibility()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_lightIntensity()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_lightDirectionProperty()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_lightAmbient()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_lightDiffuse()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLight.get_lightSpecular()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.color">
      <summary>
        <para>Retrieves the value of the "color" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the color of the light emitted by the light node.</para>
        <para>
          <section>
            <para>The value of the "color" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "color" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.intensity">
      <summary>
        <para>Retrieves the value of the "intensity" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents a uniform scaling factor applied to the light color.</para>
        <para>
          <section>
            <para>The value of the "intensity" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "intensity" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.useRayTraceShadows">
      <summary>
        <para>Retrieves the value of the "useRayTraceShadows" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the light should raytrace it's shadows.</para>
        <para>
          <section>
            <para>The value of the "useRayTraceShadows" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "useRayTraceShadows" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.shadowColor">
      <summary>
        <para>Retrieves the value of the "shadowColor" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the color of the shadows cast by the light.</para>
        <para>
          <section>
            <para>The value of the "shadowColor" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "shadowColor" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.centerOfIllumination">
      <summary>
        <para>Retrieves the value of the "centerOfIllumination" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the distance to the center of illumination of the light.</para>
        <para>
          <section>
            <para>The value of the "centerOfIllumination" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "centerOfIllumination" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.numShadowSamples">
      <summary>
        <para>Retrieves the value of the "numShadowSamples" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the number of shadow samples per point used in occulusion testing.</para>
        <para>
          <section>
            <para>The value of the "numShadowSamples" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "numShadowSamples" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.rayDepthLimit">
      <summary>
        <para>Retrieves the value of the "rayDepthLimit" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines a cutoff point for shadow calculations related to the light. Rays whose depth is higher than the value of this attribute will not trigger a shadow calculation for the light.</para>
        <para>
          <section>
            <para>The value of the "rayDepthLimit" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "rayDepthLimit" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.opticalFXvisibility">
      <summary>
        <para>Retrieves the value of the "opticalFXvisibility" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents an occlusion scaling factor for light glow effects on this light.</para>
        <para>
          <section>
            <para>The value of the "opticalFXvisibility" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "opticalFXvisibility" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.lightIntensity">
      <summary>
        <para>Retrieves the value of the "lightIntensity" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the intensity of the light specified as a color.</para>
        <para>
          <section>
            <para>The value of the "lightIntensity" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.lightDirectionProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.lightAmbient">
      <summary>
        <para>Retrieves the value of the "lightAmbient" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute indicates if the light has an ambient component.</para>
        <para>
          <section>
            <para>The value of the "lightAmbient" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.lightDiffuse">
      <summary>
        <para>Retrieves the value of the "lightDiffuse" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute indicates if the light has a diffuse component.</para>
        <para>
          <section>
            <para>The value of the "lightDiffuse" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLight.lightSpecular">
      <summary>
        <para>Retrieves the value of the "lightSpecular" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute indicates if the light has a specular component.</para>
        <para>
          <section>
            <para>The value of the "lightSpecular" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAmbientLight">
      <summary>
        <para>Manage Ambient Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnAmbientLight</ref> facilitates creation and manipulation of ambient light dependency graph nodes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.getCPtr(Autodesk.Maya.OpenMaya.MFnAmbientLight)">
      <param name="obj">MFnAmbientLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kAmbientLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAmbientLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.create(System.Boolean)">
      <summary>
        <para>Creates a new ambient light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.create()">
      <summary>
        <para>Creates a new ambient light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new ambient light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new ambient light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.set_ambientShade(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.get_ambientShade()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.set_castSoftShadows(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.get_castSoftShadows()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.set_shadowRadius(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAmbientLight.get_shadowRadius()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAmbientLight.ambientShade">
      <summary>
        <para>Retrieves the value of the "ambientShade" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines how positional the light is. A value of 0 represents a completely ambient light, while a value of 1 represents a point light.</para>
        <para>
          <section>
            <para>The value of the "ambientShade" attribute of the ambient light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "ambientShade" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAmbientLight.castSoftShadows">
      <summary>
        <para>Retrieves the value of the "castSoftShadows" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the light casts soft shadows.</para>
        <para>
          <section>
            <para>The value of the "castSoftShadows" attribute of the ambient light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "castSoftShadows" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAmbientLight.shadowRadius">
      <summary>
        <para>Retrieves the value of the "shadowRadius" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the radius of the light used when computing soft shadows. Higher radius values result in more extended soft shadows.</para>
        <para>
          <section>
            <para>The value of the "shadowRadius" attribute of the ambient light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "shadowRadius" attribute of an ambient light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAnisotropyShader">
      <summary>
        <para>Manage anisotropic shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnAnisotropyShader</ref> facilitates creation and manipulation of dependency graph nodes representing anisotropy shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.getCPtr(Autodesk.Maya.OpenMaya.MFnAnisotropyShader)">
      <param name="obj">MFnAnisotropyShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kAnisotropy</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAnisotropyShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.create(System.Boolean)">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.create()">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_tangentUCamera(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_tangentUCamera()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_tangentVCamera(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_tangentVCamera()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_correlationX(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_correlationX()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_correlationY(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_correlationY()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_roughness(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_roughness()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_rotateAngle(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_rotateAngle()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_refractiveIndex(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_refractiveIndex()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.set_anisotropicReflectivity(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.get_anisotropicReflectivity()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.tangentUCamera">
      <summary>
        <para>Retrieves the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface color of the shader.</para>
        <para>
          <section>
            <para>The value of the "color" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.tangentVCamera">
      <summary>
        <para>Retrieves the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface transparency of the shader.</para>
        <para>
          <section>
            <para>The value of the "transparency" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.correlationX">
      <summary>
        <para>Retrieves the value of the "spreadX" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "spreadX" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "spreadX" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.correlationY">
      <summary>
        <para>Retrieves the value of the "spreadY" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "spreadY" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "spreadY" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.roughness">
      <summary>
        <para>Retrieves the value of the "roughness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "roughness" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "roughness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.rotateAngle">
      <summary>
        <para>Retrieves the value of the "angle" attribute of a layered shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "angle" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "angle" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.refractiveIndex">
      <summary>
        <para>Retrieves the value of the "fresnelRefractiveIndex" attribute of a layered shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "fresnelRefractiveIndex" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "fresnelRefractiveIndex" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAnisotropyShader.anisotropicReflectivity">
      <summary>
        <para>Retrieves the value of the "anisotropicReflectivity" attribute of a layered shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "anisotropicReflectivity" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "anisotropicReflectivity" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNonAmbientLight">
      <summary>
        <para>Manage Non-ambient Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNonAmbientLight</ref> facilitates modification of dependency graph nodes representing non-ambient lights. This includes area lights, linear lights, and non-extended lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.getCPtr(Autodesk.Maya.OpenMaya.MFnNonAmbientLight)">
      <param name="obj">MFnNonAmbientLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNonAmbientLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNonAmbientLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.set_decayRate(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.get_decayRate()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNonAmbientLight.decayRate">
      <summary>
        <para>Retrieves the value of the "decayRate" attribute of a non-ambient light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines the type of decay for the light.</para>
        <para>The decay rate is with respect to the distance between the light and the surface point being shaded. The decay values range from 0 - 3. The light intensity decays according to (I / d ** v), where I is the light intensity, d is the distance between the light and the surface point being shaded, and v is the decay rate value. A decay rate of 0 means there is no decay in intensity, a value of 1 indicates linear decay. A decay rate of 2 is the most physically accurate behaviour.</para>
        <para>
          <section>
            <para>The value of the "decayRate" attribute of the non-ambient light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "decayRate" attribute of a non-ambient light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNonExtendedLight">
      <summary>
        <para>Manage Non-extended Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNonExtendedLight</ref> facilitates manipulation of dependency graph nodes representing non-extended lights. This includes point lights, directional lights, and spotlights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.getCPtr(Autodesk.Maya.OpenMaya.MFnNonExtendedLight)">
      <param name="obj">MFnNonExtendedLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNonExtendedLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNonExtendedLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.depthMapFilterSize()">
      <summary>
        <para>Retrieves the value of the "depthMapFilterSize" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines the size of the filter used in depth map shadow computations for the light.</para>
        <para>
          <section>
            <para>The value of the "depthMapFilterSize" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.setDepthMapFilterSize(System.Int16)">
      <summary>
        <para>Sets the value of the "depthMapFilterSize" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth_map_filter_size">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.depthMapResolution()">
      <summary>
        <para>Retrieves the value of the "depthMapResolution" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines the resolution of the depth map for this light.</para>
        <para>
          <section>
            <para>The value of the "depthMapResolution" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.setDepthMapResolution(System.Int16)">
      <summary>
        <para>Sets the value of the "depthMapResolution" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth_map_resolution">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.depthMapBias()">
      <summary>
        <para>Retrieves the value of the "depthMapBias" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the depth bias applied in depth map shadow computations to prevent self-shadowing artifacts.</para>
        <para>
          <section>
            <para>The value of the "depthMapBias" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.setDepthMapBias(System.Single)">
      <summary>
        <para>Sets the value of the "depthMapBias" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth_map_bias">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.depthMapWidthFocus()">
      <summary>
        <para>Retrieves the value of the "depthMapWidthFocus" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute is used to scale the depth map within the area of the light's illumination.</para>
        <para>
          <section>
            <para>The value of the "depthMapWidthFocus" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.setDepthMapWidthFocus(System.Single)">
      <summary>
        <para>Sets the value of the "depthMapWidthFocus" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth_map_width_focus">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.depthMapFocus()">
      <summary>
        <para>Retrieves the value of the "depthMapFocus" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the depth map's field of view.</para>
        <para>
          <section>
            <para>The value of the "depthMapFocus" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.setDepthMapFocus(System.Single)">
      <summary>
        <para>Sets the value of the "depthMapFocus" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth_map_focus">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.set_shadowRadius(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.get_shadowRadius()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.set_castSoftShadows(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.get_castSoftShadows()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.set_useDepthMapShadows(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.get_useDepthMapShadows()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.set_useDepthMapAutoFocus(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.get_useDepthMapAutoFocus()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.shadowRadius">
      <summary>
        <para>Retrieves the value of the "shadowRadius" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the radius of the light used when computing soft shadows. Higher radius values result in more extended soft shadows.</para>
        <para>
          <section>
            <para>The value of the "shadowRadius" attribute of the non-extended light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "shadowRadius" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.castSoftShadows">
      <summary>
        <para>Retrieves the value of the "castSoftShadows" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the light casts soft shadows.</para>
        <para>
          <section>
            <para>The value of the "castSoftShadows" attribute of the non-extended light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "castSoftShadows" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.useDepthMapShadows">
      <summary>
        <para>Retrieves the value of the "useDepthMapShadows" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not a depth map will be used in shadow computations for this light.</para>
        <para>
          <section>
            <para>The value of the "useDepthMapShadows" attribute of the non-extended light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "useDepthMapShadows" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNonExtendedLight.useDepthMapAutoFocus">
      <summary>
        <para>Retrieves the value of the "useDepthMapAutoFocus" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether to automatically scale the depth map so that it only fills the area of the light's illumination that contains shadow casting objects.</para>
        <para>
          <section>
            <para>The value of the "useDepthMapAutoFocus" attribute of the non-extended light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "useDepthMapAutoFocus" attribute of a non-extended light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAreaLight">
      <summary>
        <para>Manage Area Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnAreaLight</ref> facilitates creation and manipulation of dependency graph nodes representing area lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.getCPtr(Autodesk.Maya.OpenMaya.MFnAreaLight)">
      <param name="obj">MFnAreaLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kAreaLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAreaLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.create(System.Boolean)">
      <summary>
        <para>Creates a new area light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.create()">
      <summary>
        <para>Creates a new area light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new area light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAreaLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new area light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnArrayAttrsData">
      <summary>
        <para>Function set for multiple arrays of attributes for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnArrayAttrsData</ref> allows the creation and manipulation of multiple arrays of attributes as a data object over a single connection for use as dependency graph data.</para>
        <para>If a user written dependency node either accepts or produces <ref>MFnArrayAttrsData</ref>, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kDynArrayAttrsData when data of this type is present. To access it, the <ref>MDataHandle::data()</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnArrayAttrsData</ref>.</para>
        <para>NOTE: these data attributes are not storable. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.getCPtr(Autodesk.Maya.OpenMaya.MFnArrayAttrsData)">
      <param name="obj">MFnArrayAttrsData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDynArrayAttrsData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnArrayAttrsData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.clear()">
      <summary>
        <para>Clear the contents of all of the arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b>
                    <ref>MS::kFailure</ref> if the instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.checkArrayExist(System.String,Autodesk.Maya.OpenMaya.MFnArrayAttrsData+Type&amp;)">
      <summary>
        <para>Check if the attribute array related to the given name has been created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the named array exists return true and the array data type.</para>
        <para>
          <section>
            <para>True if the array exists and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <param name="arrayType">the type of the array </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.vectorArray(System.String)">
      <summary>
        <para>Return an <ref>MVectorArray</ref> containing the vector array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MVectorArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MVectorArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MVectorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.doubleArray(System.String)">
      <summary>
        <para>Return an <ref>MDoubleArray</ref> containing the double array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MDoubleArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MDoubleArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.intArray(System.String)">
      <summary>
        <para>Return an <ref>MIntArray</ref> containing the int array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MIntArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MIntArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MIntArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.stringArray(System.String)">
      <summary>
        <para>Return an <ref>MStringArray</ref> containing the string array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MStringArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to be empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.getVectorData(System.String)">
      <summary>
        <para>Return an <ref>MVectorArray</ref> containing the vector array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MVectorArray</ref> returned by this method is read only. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MVectorArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">the name of the array to read </param>
      <returns>Returns a MVectorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.getDoubleData(System.String)">
      <summary>
        <para>Return an <ref>MDoubleArray</ref> containing the double array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MDoubleArray</ref> returned by this method is read only. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MDoubleArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">the name of the array to edit or create. </param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.getIntData(System.String)">
      <summary>
        <para>Return an <ref>MIntArray</ref> containing the int array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MIntArray</ref> returned by this method is read only. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MIntArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">the name of the array to edit or create. </param>
      <returns>Returns a MIntArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.getStringData(System.String)">
      <summary>
        <para>Return an <ref>MStringArray</ref> containing the string array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringArray</ref> returned by this method is read only. If the array did not exist it will be created.</para>
        <para>
          <section>
            <para>A copy of the <ref>MStringArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">the name of the array to edit or create. </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.get_count()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.get_list()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.count">
      <summary>
        <para>Returns the number of attribute arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number or arrays </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.list">
      <summary>
        <para>Returns a list of names for the attribute arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A list of all the names of all the arrays stored in the data. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kInvalid">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kVectorArray">
      <summary>
        <para>use <ref>vectorArray()</ref> method to extract the attribute array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kDoubleArray">
      <summary>
        <para>use <ref>doubleArray()</ref> method to extract the attribute array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kIntArray">
      <summary>
        <para>use <ref>intArray()</ref> method to extract the attribute array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kStringArray">
      <summary>
        <para>use <ref>stringArray()</ref> method to extract the attribute array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kLast">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kVectorArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kDoubleArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kIntArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnArrayAttrsData.Type.kStringArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAssembly">
      <summary>
        <para>Function set for scene assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An assembly is a node that is used to maintain a list of representations, and to keep one as the active representation. Correspondingly, representations can be activated and inactivated. In general, a representation can be a full hierarchy of animated geometry, but can also be as simple as a locator or a bounding box. The assembly can be used to activate the representation that best corresponds to a given task: a simple, fast-loading, fast-drawing representation for overall planning, or a more detailed representations for fine tuning.</para>
        <para>The assembly API does not specify the implementation of representations. For example, representations can be actual DAG nodes, or data structures internal to the assembly that can be used to generate DAG nodes in the Maya scene graph on representation activation. In this function set as well as in <ref>MPxAssembly</ref>, representations are identified only by a string identifier. Representations in a single <ref>MPxAssembly</ref> must have unique string names. Representation name strings must not contain spaces and quotes, as these characters would cause argument parsing to fail when names are used in commands.</para>
        <para>Representations are created from a set of representation types, which each assembly type must define. A representation of a given type will share properties (such as viewport appearance, or memory size) with other representations of the same type. Examples could include a "BoundingBox" representation type, or a "BakedGeometry" representation type. As with representation names, representation type name strings must not contain spaces and quotes. Representation type names are not used in the UI, and are not localized. Rather, each representation type has a corresponding type label that is used for this purpose. The representation type label can contain spaces and quotes, and should be localized.</para>
        <para>An assembly object is also a DAG container. As such, operations on containers can be done on assemblies. For use of container functionality on assemblies, see function set <ref>MFnContainerNode</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.getCPtr(Autodesk.Maya.OpenMaya.MFnAssembly)">
      <param name="obj">MFnAssembly</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : MFn::kAssembly. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAssembly". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.createRepresentation(System.String,System.String,Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>Create a representation and add it to the list of those managed by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class. The representation return value string is the representation name, after it has been added. The type of the representation is a property of the representation that expresses its commonality with other representations of this assembly type, for example a "Bounding Box" representation type. See the <ref>getRepType()</ref> method.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation creation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or representation creation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <param name="undoRedo">Pointer to MDagModifier object, for undo / redo purposes. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.createRepresentation(System.String,System.String)">
      <summary>
        <para>Create a representation and add it to the list of those managed by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class. The representation return value string is the representation name, after it has been added. The type of the representation is a property of the representation that expresses its commonality with other representations of this assembly type, for example a "Bounding Box" representation type. See the <ref>getRepType()</ref> method.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation creation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or representation creation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.createRepresentation(System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>Create a representation and add it to the list of those managed by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class. The representation return value string is the representation name, after it has been added. The type of the representation is a property of the representation that expresses its commonality with other representations of this assembly type, for example a "Bounding Box" representation type. See the <ref>getRepType()</ref> method.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation creation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or representation creation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <param name="representation">String</param>
      <param name="undoRedo">Pointer to MDagModifier object, for undo / redo purposes. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.createRepresentation(System.String,System.String,System.String)">
      <summary>
        <para>Create a representation and add it to the list of those managed by this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The input argument string is used as input data to the representation creation process. The semantics of this input are defined by the assembly derived class. The representation return value string is the representation name, after it has been added. The type of the representation is a property of the representation that expresses its commonality with other representations of this assembly type, for example a "Bounding Box" representation type. See the <ref>getRepType()</ref> method.</para>
        <para>
          <section>
            <para>Added representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation creation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or representation creation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="input">Input data for representation creation. </param>
      <param name="type">Type of representation to create. </param>
      <param name="representation">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.postLoad()">
      <summary>
        <para>Method to initialize assemblies after their creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general, <ref>postLoad()</ref> does not need to be called explicity by a plugin. Maya will call it automatically on any assembly node created by representation activation, to initialize the assembly node.</para>
        <para>However, if an existing assembly needs to be re-initialized, because of a parameter change for example, the representation activation code path is obviously not involved. In such a case, the <ref>postLoad()</ref> re-initialization can be done by calling this method explicitly, so that Maya is made aware that the node is being re-initialized, and that for example, no edits should be recorded during this re-initialization.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The assembly was successfully initialized after creation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.activate(System.String)">
      <summary>
        <para>Activate representation in list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The representation is specified as a string identifier. Passing in an empty string argument means inactivate the previously-active representation (if any), and activate no representation.</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The representation was successfuly activated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or activation of the representation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to activate. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.activateNonRecursive(System.String)">
      <param name="representation">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.isActive(System.String)">
      <summary>
        <para>Determines whether the given representation is the active representation for the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the representation is active, <b>false</b> otherwise. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The argument is not a representation. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to query. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.getInitialRep(System.Boolean&amp;)">
      <summary>
        <para>Get the initial representation to use when the assembly is first loaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is to be called by the assembly to determine which representation should be activated when the assembly is first initialized. An empty string will be returned if no initial representation is specified.</para>
        <para>Plug-in writers can customize the manner in which the initial representation is determined. Refer to <ref>MPxAssembly::getInitialRep()</ref>.</para>
        <para>
          <section>
            <para>The initial representation to use, if any, else an empty string.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully completed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method encountered a failure condition </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="hasInitialRep">Boolean&amp;</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.getRepType(System.String)">
      <summary>
        <para>Get the type of the specified representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type string does not have to be user-readable, and does not have to be localized; the type label should be used for UI purposes. If the specified representation is not found in this assembly, an empty string is returned.</para>
        <para>
          <section>
            <para>The representation type. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation whose type must be returned. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.getRepLabel(System.String)">
      <summary>
        <para>Get the label of the specified representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The label of a representation is a string that is meant to be shown in the UI and identify the representation meaningfully to a user. The representation label should support localization requirements. If the specified representation is not found in this assembly, an empty string is returned.</para>
        <para>
          <section>
            <para>The representation label. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation whose label must be returned. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.deleteRepresentation(System.String)">
      <summary>
        <para>Delete a representation managed by the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or the representation delete failed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid representation name. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to delete.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.deleteAllRepresentations()">
      <summary>
        <para>Delete all representations managed by the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or the delete of all representations failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.setRepName(System.String,System.String)">
      <summary>
        <para>Rename a representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The newName argument is used as a starting point for the new representation name. This string value can be modified by the derived implementation to meet representation name uniqueness, or other constraints. This method returns the final representation name.</para>
        <para>
          <section>
            <para>New representation name. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation successfully renamed. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or renaming the representation failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Current representation name. </param>
      <param name="newName">New representation name starting point. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.setRepLabel(System.String,System.String)">
      <summary>
        <para>Change the representation label. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Representation label successfully set. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or changing the label failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation name. </param>
      <param name="label">New representation label.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.importFile(System.String,System.String,System.Boolean,System.String,System.Boolean)">
      <summary>
        <para>Import the scene elements from the given file into this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFileIO::importFile()</ref> for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Import succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or import failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
      <param name="nameSpace">optional name of the namespace to use when importing objects. Use NULL for default of no namespace. </param>
      <param name="ignoreVersion">Boolean to control whether to ignore version when importing a file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.importFile(System.String,System.String,System.Boolean,System.String)">
      <summary>
        <para>Import the scene elements from the given file into this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFileIO::importFile()</ref> for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Import succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or import failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
      <param name="nameSpace">optional name of the namespace to use when importing objects. Use NULL for default of no namespace. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.importFile(System.String,System.String,System.Boolean)">
      <summary>
        <para>Import the scene elements from the given file into this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFileIO::importFile()</ref> for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Import succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or import failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
      <param name="preserveReferences">Boolean to indicate whether the references need to be preserved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.importFile(System.String,System.String)">
      <summary>
        <para>Import the scene elements from the given file into this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFileIO::importFile()</ref> for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Import succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or import failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
      <param name="type">if NULL, Maya will try to deduce the type of the file. If not NULL, it must contain a file type to use when importing the file. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.importFile(System.String)">
      <summary>
        <para>Import the scene elements from the given file into this assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFileIO::importFile()</ref> for more information. All elements imported from the file become members of the assembly. DAG nodes in the imported file that are parented to world are parented to the assembly. DAG nodes in the imported file whose parent is not world keep their existing parenting relationship.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Import succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or import failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">name of the file from which to import objects </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.canRepApplyEdits(System.String)">
      <summary>
        <para>Determines whether the given representation can apply edits to its data, for the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an empty string is passed in as the representation name, this method will return false, since an invalid (or 'None') representation does not have any data and thus, cannot have edits applied to it. method will return false.</para>
        <para>
          <section>
            <para>
              <b>true</b> if the representation can apply edits, <b>false</b> otherwise. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="representation">Representation to query. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_topLevelAssemblies()">
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_active()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_canActivate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_initialRep()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_representations()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_repTypes()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_repNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_absoluteRepNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_isTopLevel()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_supportsEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_supportsMemberChanges()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_handlesApplyEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_handlesAddEdits()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_parentAssembly()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAssembly.get_subAssemblies()">
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.topLevelAssemblies" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.active">
      <summary>
        <para>Get the active representation in the list of representations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the list of representations is empty, the status code will be kSuccess, and the return string will be empty.</para>
        <para>
          <section>
            <para>The active representation. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.canActivate" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.initialRep">
      <summary>
        <para>Get the initial representation to use when the assembly is first loaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is to be called by the assembly to determine which representation should be activated when the assembly is first initialized. An empty string will be returned if no initial representation is specified.</para>
        <para>Plug-in writers can customize the manner in which the initial representation is determined. Refer to <ref>MPxAssembly::getInitialRep()</ref>.</para>
        <para>
          <section>
            <para>The initial representation to use, if any, else an empty string.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method successfully completed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method encountered a failure condition </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.representations">
      <summary>
        <para>Returns an array of the representations managed by the node attached to this function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return representations array. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or the array of representations could not be obtained. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.repTypes">
      <summary>
        <para>Return the list of representation types that can be created for this assembly node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Array of representation types. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.repNamespace">
      <summary>
        <para>Get the representations namespace of this assembly node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the namespace where nodes created by the activation of a representation will be added. This namespace is shared by all representations. The name can be updated by Maya if a name clash occurs when the namespace is added to its parent namespace (see <ref>MPxAssembly::updateRepNamespace()</ref> for details).</para>
        <para>
          <section>
            <para>Namespace for representations. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.absoluteRepNamespace">
      <summary>
        <para>Get the fully-qualified (absolute) namespace for representations of this assembly node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the namespace where nodes created by the activation of a representation will be added. This namespace is shared by all representations.</para>
        <para>This namespace starts at the root namespace, contains the namespace of the assembly node, and ends (inclusively) with the representation namespace.</para>
        <para>Two namespaces are optionally involved when dealing with an assembly node: the namespace of the assembly node itself, and the namespace of its representations. The representation namespace is a child of its assembly node's namespace. The assembly node's namespace is set by its containing assembly, if it is nested, or by the top-level file. Either the assembly node's namespace, or the representation namespace, or both, can be the empty string.</para>
        <para>It should be noted that if the assembly node is nested, the assembly node's namespace will be (by virtue of its nesting) the representation namespace of its containing assembly.</para>
        <para>
          <section>
            <para>The fully-qualified (absolute) namespace for representations of this assembly node. The name can be empty if the namespace has not been created yet. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Namespace has not been created yet or no valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.isTopLevel">
      <summary>
        <para>Returns whether this assembly node is a top-level assembly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An assembly node is a top-level assembly if no container in its (possibly empty) chain of nesting parent containers is an assembly. Of course, this includes the trivial case of its immediate parent container being null.</para>
        <para>
          <section>
            <para>Whether the assembly node is a top-level assembly.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.supportsEdits">
      <summary>
        <para>Does this assembly support edit tracking? </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the assembly supports tracking of edits on its nodes</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.supportsMemberChanges" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.handlesApplyEdits" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.handlesAddEdits" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.parentAssembly">
      <summary>
        <para>Return the immediate parent assembly of this assembly if there is one, otherwise return a null object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An assembly with no parent is a top level assembly.</para>
        <para>
          <section>
            <para>Parent assembly, or a null object if this assembly has no parent assembly </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or the array of children could not be obtained. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAssembly.subAssemblies">
      <summary>
        <para>Returns a list containing direct children of this assembly that are themselves assemblies, for the currently active representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned list will be empty if there are no assembly children of the currently active representation.</para>
        <para>
          <section>
            <para>Array of child assemblies. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> No valid node attached to function set, or the array of children could not be obtained. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAttribute">
      <summary>
        <para>Dependency node attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnAttribute</ref> is the function set for dependency node attributes.</para>
        <para>An attribute of a dependency node describes a piece of data that belongs to nodes of that type. For example, a node that makes a sphere might have a radius attribute. A node's attributes describe connections sites on the node that can be used in the dependency graph.</para>
        <para>Attributes typically belong to a class of nodes, rather than to an individual node. For example, all sphere nodes have a radius. Even though a single attribute may be shared by all nodes of a given type, each node will have its own value for the attribute.</para>
        <para>Attributes are hierarchical. For example, the translate scale attribute of a transform has x, y, and z child attributes.</para>
        <para>By default, attributes are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Readable. </para>
            </item>
            <item>
              <para>Writable. </para>
            </item>
            <item>
              <para>Connectable. </para>
            </item>
            <item>
              <para>Storable. </para>
            </item>
            <item>
              <para>Cached. </para>
            </item>
            <item>
              <para>Not arrays. </para>
            </item>
            <item>
              <para>Have indices that matter. </para>
            </item>
            <item>
              <para>Do not use an array builder. </para>
            </item>
            <item>
              <para>Not keyable. </para>
            </item>
            <item>
              <para>Not hidden. </para>
            </item>
            <item>
              <para>Not used as colors. </para>
            </item>
            <item>
              <para>Not indeterminant. </para>
            </item>
            <item>
              <para>Set to disconnect behavior kNothing. </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnAttribute)">
      <param name="obj">MFnAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.setChannelBox(System.Boolean)">
      <summary>
        <para>Sets whether this attribute should appear in the channel box when the node is selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should only get called in the initialize call of your node creator. Keyable attributes are always shown in the channel box so this flag is ignored on keyable attributes. It is for intended for use on non-keyable attributes which you want to appear in the channel box.</para>
        <para>This method changes the default state of a plug. Channel box visibility for a specific plug can be changed using the <ref>MPlug::setChannelBox</ref> method.</para>
        <para>Attributes are not in the channel box by default unless they are keyable.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether the attribute is to appear in the channel box</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.setDisconnectBehavior(Autodesk.Maya.OpenMaya.MFnAttribute+DisconnectBehavior)">
      <summary>
        <para>Sets the disconnection behavior for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This determines what happens when a connection to this attribute is deleted. This should only get called in the initialize call of your node creator.</para>
        <para>The settings are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>kDelete</b> delete the element of the array that was connected. This is only used for array attributes </para>
            </item>
            <item>
              <para>
                <b>kReset</b> reset the attribute to its default value </para>
            </item>
            <item>
              <para>
                <b>kNothing</b> leave the attribute set to its last known value</para>
            </item>
          </list>
Attributes have a default disconnect behavior of kNothing.</para>
        <para>If the <b>kDelete</b> behaviour is set on an array attribute which is a compound, that will only handle the case where the connection is to the parent attribute not to its children. So breaking a connection to an element of the parent (e.g. node.parent[3]) would cause that element to be removed, but breaking a connection to a child (e.g. node.parent[3].child) would leave the element intact, even if it was the last such connection.</para>
        <para>To have the parent array element deleted when the last connection to a child is broken, you must set the <b>kDelete</b> behaviour on the connectable children as well.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="behavior">the new disconnect behavior</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.setNiceNameOverride(System.String)">
      <summary>
        <para>Sets the localized string which should be used for this attribute in the UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name given to an attribute when it is created is the name used to refer to it when the scene is written to a file. To ensure that the scene file is readable across all locales it is essential that the attribute have the same name in all locales. So if it's called 'keyLight' in an English locale then it must also be called 'keyLight' in French and Chinese locales.</para>
        <para>The <ref>setNiceNameOverride()</ref> method provides a means for associating a more user-friendly name with the attribute, one which can change to accomodate the user's locale. If such a name is present then Maya will use it instead of the attribute's fixed name when displaying the attribute in various UI elements such as the Channel Box.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="localizedName">The name to use for the current locale.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.accepts(Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Returns true if this attribute can accept a connection of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether a connection of that type is valid</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">data type </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.accepts(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Returns true if this attribute can accept a connection of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether a connection of that type is valid</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="id">MTypeId</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.parent(System.Boolean&amp;)">
      <summary>
        <para>Get the parent of this attribute, if it has one. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The parent attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kNotFound</ref>
                    </b> the attribute does not have a parent </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="outFound">output Boolean&amp;</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.getAddAttrCmd(System.Boolean)">
      <summary>
        <para>Returns a string containing the <em>addAttr</em> command which would be required to recreate the <em>attribute</em> on a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The command includes the terminating semicolon and is formatted as if for use with a selected node, meaning that it contains no node name.</para>
        <para>To get the <em>addAttr</em> commands for a compound attribute and its children, use <b><ref>MFnCompoundAttribute::getAddAttrCmds</ref></b>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> function set is not bound to an attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="useLongName">if true, use the attribute's long name rather than its short name </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.getAddAttrCmd()">
      <summary>
        <para>Returns a string containing the <em>addAttr</em> command which would be required to recreate the <em>attribute</em> on a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The command includes the terminating semicolon and is formatted as if for use with a selected node, meaning that it contains no node name.</para>
        <para>To get the <em>addAttr</em> commands for a compound attribute and its children, use <b><ref>MFnCompoundAttribute::getAddAttrCmds</ref></b>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> function set is not bound to an attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.addToCategory(System.String)">
      <summary>
        <para>Add the attribute to the named category. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes can be associated with different categories to facilitate grouping related concepts. For example, these categories could be queried at runtime to customize the UI.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="category">New category to which the attribute is to be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.removeFromCategory(System.String)">
      <summary>
        <para>Remove the attribute from the named category. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Presumes membership in the named category and fails if that's not true.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kNotFound</ref>
                    </b> attribute was not in category </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="category">Category from which the attribute is to be removed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.hasCategory(System.String)">
      <summary>
        <para>Check to see if the attribute belongs to the named category. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Matching is done solely on the string so multiple categories with the same name will not be unique.</para>
        <para>
          <section>
            <para>True if the attribute belongs to that category </para>
          </section>
        </para>
      </remarks>
      <param name="category">Category to check for attribute membership </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.getCategories(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get all of the categories to which this attribute belongs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ReturnStatus">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isReadable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isReadable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isWritable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isWritable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isConnectable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isConnectable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isStorable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isStorable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isCached(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isCached()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isArray(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isArray()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_indexMatters(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_indexMatters()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isKeyable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isKeyable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isChannelBoxFlagSet()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isHidden(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isHidden()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isUsedAsColor(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isUsedAsColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isIndeterminant(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isIndeterminant()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isRenderSource(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isRenderSource()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isDynamic()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isExtension()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isWorldSpace(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isWorldSpace()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isAffectsWorldSpace(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isAffectsWorldSpace()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isUsedAsFilename(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isUsedAsFilename()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_affectsAppearance(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_affectsAppearance()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_disconnectBehavior(Autodesk.Maya.OpenMaya.MFnAttribute+DisconnectBehavior)">
      <param name="value">DisconnectBehavior</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_disconnectBehavior()">
      <returns>Returns a DisconnectBehavior.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_usesArrayDataBuilder(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_usesArrayDataBuilder()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.set_isInternal(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_isInternal()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnAttribute.get_shortName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isReadable">
      <summary>
        <para>Returns true if this attribute is readable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an attribute is readable, then it can be used as the source in a dependency graph connection.</para>
        <para>Attributes are readable by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is readable</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isWritable">
      <summary>
        <para>Returns true if this attribute is writable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an attribute is writable, then it can be used as the destination in a dependency graph connection.</para>
        <para>Attributes are writable by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is writable</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isConnectable">
      <summary>
        <para>Returns true if this attribute accepts dependency graph connections. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it does, then the readable and writable methods will indicate what types of connections are accepted.</para>
        <para>Attributes are connectable by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is connectable</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isStorable">
      <summary>
        <para>Returns true if this attribute is to be stored when the node is saved to a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes are storable by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is storable</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isCached">
      <summary>
        <para>Returns true if this attribute is cached locally in the node's data block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default for this is true. Caching a node locally causes a copy of the attribute value for the node to be cached with the node. This removes the need to traverse through the graph to get the value each time it is requested.</para>
        <para>Caching the value locally gives a speed increase at the cost of more memory.</para>
        <para>Attributes are cached by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is cached locally</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isArray">
      <summary>
        <para>Returns true if this attribute supports an array of data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes are single elements by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute stores an array of data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.indexMatters">
      <summary>
        <para>Determines whether the user must specify an index when connecting to this attribute, or whether the next available index can be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only applies to array attributes which are non readable, i.e. destination attributes.</para>
        <para>This corresponds with the connectAttr command's <em>-na/nextAvailable</em> flag. If the destination attribute has set the indexMatters to be false with this flag specified, a connection is made to the next available index. No index need be specified</para>
        <para>The index matters to attributes by default.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The user must specify the index when connecting to this attribute using connectAttr </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The next available index can be used when connecting to this attribute using connectAttr -na</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>If the attribute is an array, then this method specifies whether to force the user to specify an index when connecting to this attribute, or to use the next available index. </para>
      </summary>
      <remarks>
        <para>This corresponds with the connectAttr command's <em>-na/nextAvailable</em> flag. If the destination attribute has set the indexMatters to be false with this flag specified, a connection is made to the next available index. No index need be specified</para>
        <para>This method will only affect array attributes with setReadable set to false, i.e. destination attributes.</para>
        <para>The index matters to attributes by default.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> attribute is readable </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isKeyable">
      <summary>
        <para>Returns true if this attribute is keyable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Keyable attributes will be keyed by AutoKey and the Set Keyframe UI. Non-keyable attributes prevent the user from setting keys via the obvious UI provided for keying. Being non-keyable is not a hard block against adding keys to an attribute.</para>
        <para>This method determines the default keyability of a plug. The keyability can be changed after it is created. Use the <ref>MPlug::isKeyable</ref> method to determine whether or not a specific plug is keyable.</para>
        <para>Attributes are not keyable by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is keyable</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isChannelBoxFlagSet">
      <summary>
        <para>Returns true if this attribute has its channel box flag set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes will appear in the channel box if their channel box flag is set or if they are keyable.</para>
        <para>This method returns the default channel box display state of a plug. The display can be changed after it is created. Use the MPlug::isChannelBox method to determine whether or not a specific plug is displayed in the channel box.</para>
        <para>Attributes are not in the channel box by default.</para>
        <para>
          <section>
            <para>A boolean value indicating the status of the channel box flag on this attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isHidden">
      <summary>
        <para>Returns true if this attribute is to hidden from the UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attribute will not show up in attribute editors.</para>
        <para>Attributes are not hidden by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is hidden</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isUsedAsColor">
      <summary>
        <para>Returns true if this attribute is to be presented as a color in the UI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is used as a color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isIndeterminant">
      <summary>
        <para>Returns true if this attribute is indeterminant. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If an attribute may or may not be used during an evaluation then it is indeterminant. This attribute classification is mainly used on rendering nodes to indicate that some attributes are not always used.</para>
        <para>Attributes are not indeterminant by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is indeterminant</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isRenderSource">
      <summary>
        <para>Returns true if this attribute is a render source. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute is used on rendering nodes to override the rendering sampler info.</para>
        <para>Attributes are not render source by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is render source</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isDynamic">
      <summary>
        <para>Returns true if this attribute is a dynamic attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is dynamic</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isExtension">
      <summary>
        <para>Returns true if this attribute is an extension attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An extension attribute is a class-level attribute which has been added dynamically to a node class. Because it is added at the class level, all nodes of that class will have the given attribute, and will only store the attribute's value if it differs from the default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is an extension attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isWorldSpace">
      <summary>
        <para>Returns true if this attribute is worldspace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes are not worldspace by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is worldspace</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isAffectsWorldSpace">
      <summary>
        <para>Returns true if this attribute affects worldspace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Attributes do not affect worldspace by default.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute affects worldspace</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isUsedAsFilename">
      <summary>
        <para>Returns true if this attribute is to be used as a filename. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In the UI this attr will be presented as a file name.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute is used as a filename</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.affectsAppearance">
      <summary>
        <para>Returns true if this attribute affects the appearance of the object when rendering in the viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute affects the appearance of the object when rendering in the viewport.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether this attribute affects the appearance of the object when rendering in the viewport. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.disconnectBehavior">
      <summary>
        <para>Returns the behavior of this attribute when it is disconnected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The possible settings are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>kDelete</b> delete the element of the array that was connected. This is only used for array attributes </para>
            </item>
            <item>
              <para>
                <b>kReset</b> reset the attribute to its default value </para>
            </item>
            <item>
              <para>
                <b>kNothing</b> leave the attribute set to its last known value</para>
            </item>
          </list>
Attributes have a default disconnect behavior of kNothing.</para>
        <para>
          <section>
            <para>The disconnect behavior</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the disconnection behavior for this attribute. </para>
      </summary>
      <remarks>
        <para>This determines what happens when a connection to this attribute is deleted. This should only get called in the initialize call of your node creator.</para>
        <para>The settings are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>kDelete</b> delete the element of the array that was connected. This is only used for array attributes </para>
            </item>
            <item>
              <para>
                <b>kReset</b> reset the attribute to its default value </para>
            </item>
            <item>
              <para>
                <b>kNothing</b> leave the attribute set to its last known value</para>
            </item>
          </list>
Attributes have a default disconnect behavior of kNothing.</para>
        <para>If the <b>kDelete</b> behaviour is set on an array attribute which is a compound, that will only handle the case where the connection is to the parent attribute not to its children. So breaking a connection to an element of the parent (e.g. node.parent[3]) would cause that element to be removed, but breaking a connection to a child (e.g. node.parent[3].child) would leave the element intact, even if it was the last such connection.</para>
        <para>To have the parent array element deleted when the last connection to a child is broken, you must set the <b>kDelete</b> behaviour on the connectable children as well.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.usesArrayDataBuilder">
      <summary>
        <para>Returns true if this attribute uses an array data builder. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If so, then the <ref>MArrayDataBuilder</ref> class may be used with this attribute.</para>
        <para>By default array attributes do not use an array data builder.</para>
        <para>
          <section>
            <para>A boolean value indicating whether this attribute uses an array data builder.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether this attribute uses an array data builder. </para>
      </summary>
      <remarks>
        <para>If true, then the <ref>MArrayDataBuilder</ref> class may be used with this attribute to generate its data. If false, <ref>MArrayDataHandle::builder</ref> will fail.</para>
        <para>By default array attributes do not use an array data builder.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.isInternal" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.name">
      <summary>
        <para>Returns the long name of the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute has no long name then its short name is returned.</para>
        <para>
          <section>
            <para>The name of the attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnAttribute.shortName">
      <summary>
        <para>Returns the short name of the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute has no short name then its long name is returned.</para>
        <para>
          <section>
            <para>The name of the attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid attribute object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior">
      <summary>
        <para>Attribute behaviour on disconnect. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kDelete">
      <summary>
        <para>Delete array element (array attributes only). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kReset">
      <summary>
        <para>Reset the attribute to its default. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kNothing">
      <summary>
        <para>Do nothing to the attribute's value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior">
      <summary>
        <para>Attribute behaviour on disconnect. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kDelete">
      <summary>
        <para>Delete array element (array attributes only). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kReset">
      <summary>
        <para>Reset the attribute to its default. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnAttribute.DisconnectBehavior.kNothing">
      <summary>
        <para>Do nothing to the attribute's value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnLambertShader">
      <summary>
        <para>Manage Lambert shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnLambertShader</ref> facilitates creation and manipulation of dependency graph nodes representing lambertian shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.getCPtr(Autodesk.Maya.OpenMaya.MFnLambertShader)">
      <param name="obj">MFnLambertShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLambert</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLambertShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.create(System.Boolean)">
      <summary>
        <para>Creates a new lambert shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.create()">
      <summary>
        <para>Creates a new lambert shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_refractedRayDepthLimit(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_refractedRayDepthLimit()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_refractiveIndex(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_refractiveIndex()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_rtRefractedColor(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_rtRefractedColor()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_diffuseCoeff(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_diffuseCoeff()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_color(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_color()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_transparency(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_transparency()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_ambientColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_ambientColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_incandescence(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_incandescence()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_translucenceCoeff(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_translucenceCoeff()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_glowIntensity(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_glowIntensity()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.set_hideSource(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLambertShader.get_hideSource()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.refractedRayDepthLimit">
      <summary>
        <para>Retrieves the value of the "refractedRayDepthLimit" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the maximum refracted ray depth used in the shading calculation.</para>
        <para>
          <section>
            <para>The value of the "refractedRayDepthLimit" attribute of the node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "refractedRayDepthLimit" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.refractiveIndex">
      <summary>
        <para>Retrieves the value of the "refractiveIndex" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the refractive index of the shader.</para>
        <para>
          <section>
            <para>The value of the "refractiveIndex" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "refractiveIndex" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.rtRefractedColor">
      <summary>
        <para>Retrieves the value of the "rtRefractedColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether the shader uses the value of the "refractedColor" attribute for the refracted color or calculated the refracted color itself.</para>
        <para>
          <section>
            <para>The value of the "rtRefractedColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "rtRefractedColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.diffuseCoeff">
      <summary>
        <para>Retrieves the value of the "diffuseCoeff" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the diffuse reflectivity of the shader.</para>
        <para>
          <section>
            <para>The value of the "diffuseCoeff" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "diffuseCoeff" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.color">
      <summary>
        <para>Retrieves the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface color of the shader.</para>
        <para>
          <section>
            <para>The value of the "color" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.transparency">
      <summary>
        <para>Retrieves the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface transparency of the shader.</para>
        <para>
          <section>
            <para>The value of the "transparency" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.ambientColor">
      <summary>
        <para>Retrieves the value of the "ambientColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the ambient color of the shader.</para>
        <para>
          <section>
            <para>The value of the "ambientColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "ambientColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.incandescence">
      <summary>
        <para>Retrieves the value of the "incandescence" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the incandescence of the shader.</para>
        <para>
          <section>
            <para>The value of the "incandescence" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "incandescence" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.translucenceCoeff">
      <summary>
        <para>Retrieves the value of the "translucenceCoeff" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents a constant multiplier applied to the transparency attribute of the shader.</para>
        <para>
          <section>
            <para>The value of the "translucenceCoeff" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "translucenceCoeff" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.glowIntensity">
      <summary>
        <para>Retrieves the value of the "glowIntensity" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the constant multplier applied to the glow color of the shader.</para>
        <para>
          <section>
            <para>The value of the "glowIntensity" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "glowIntensity" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLambertShader.hideSource">
      <summary>
        <para>Retrieves the value of the "hideSource" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the computed surface color is used in the shading computation. If hideSource is true, then only the computed shader glow color will be used. Otherwise, both the glow and surface colors will be used.</para>
        <para>
          <section>
            <para>The value of the "hideSource" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "hideSource" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnReflectShader">
      <summary>
        <para>Manage Reflective Surface Shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnReflectShader</ref> allows manipulation of dependency graph nodes representing reflective surface shaders. This includes Phong and Blinn shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.getCPtr(Autodesk.Maya.OpenMaya.MFnReflectShader)">
      <param name="obj">MFnReflectShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kReflect</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnReflectShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.set_reflectedRayDepthLimit(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.get_reflectedRayDepthLimit()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.set_specularColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.get_specularColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.set_reflectivity(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.get_reflectivity()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.set_reflectedColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnReflectShader.get_reflectedColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnReflectShader.reflectedRayDepthLimit">
      <summary>
        <para>Retrieves the value of the "reflectedRayDepthLimit" attribute of a reflective shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the maximum reflected ray depth used in the shading calculation.</para>
        <para>
          <section>
            <para>The value of the "reflectedRayDepthLimit" attribute of the node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "reflectedRayDepthLimit" attribute of a lambert shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnReflectShader.specularColor">
      <summary>
        <para>Retrieves the value of the "specularColor" attribute of a reflective shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the color of specular highlights produced by the shader.</para>
        <para>
          <section>
            <para>The value of the "specularColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "specularColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnReflectShader.reflectivity">
      <summary>
        <para>Retrieves the value of the "reflectivity" attribute of a reflective shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the reflectivity of the shader.</para>
        <para>
          <section>
            <para>The value of the "reflectivity" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "reflectivity" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnReflectShader.reflectedColor">
      <summary>
        <para>Retrieves the value of the "reflectedColor" attribute of a reflective shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the color of reflection produced by the shader.</para>
        <para>
          <section>
            <para>The value of the "reflectedColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "reflectedColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnBlinnShader">
      <summary>
        <para>Manage Blinn shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnBlinnShader</ref> facilitates creation and manipulation of dependency graph nodes representing Blinn shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.getCPtr(Autodesk.Maya.OpenMaya.MFnBlinnShader)">
      <param name="obj">MFnBlinnShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kBlinn</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnBlinnShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.create(System.Boolean)">
      <summary>
        <para>Creates a new blinn shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.create()">
      <summary>
        <para>Creates a new blinn shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.set_eccentricity(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.get_eccentricity()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.set_specularRollOff(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnBlinnShader.get_specularRollOff()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnBlinnShader.eccentricity">
      <summary>
        <para>Retrieves the value of the "eccentricity" attribute of a blinn shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines the size of the highlight produced by the shader.</para>
        <para>
          <section>
            <para>The value of the "eccentricity" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "eccentricity" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnBlinnShader.specularRollOff">
      <summary>
        <para>Retrieves the value of the "specularRollOff" attribute of a blinn shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute controls the increased oblique angle reflectivity of the shader.</para>
        <para>
          <section>
            <para>The value of the "specularRollOff" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "specularRollOff" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCamera">
      <summary>
        <para>Function set for cameras. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Function set for creation, edit, and query of cameras.</para>
        <para>Many of the camera settings only affect the resulting rendered image. E.g. the F/Stop, shutter speed, the film related options, etc. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_nearClippingPlane()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_farClippingPlane(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_farClippingPlane()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isDepthOfField(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isDepthOfField()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_fStop(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_fStop()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_focusDistance(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_focusDistance()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_nearFocusDistance(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_nearFocusDistance()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_farFocusDistance(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_farFocusDistance()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isMotionBlur(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isMotionBlur()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_shutterAngle(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_shutterAngle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_centerOfInterest(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_centerOfInterest()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isOrtho(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isOrtho()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_orthoWidth(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_orthoWidth()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_cameraScale(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_cameraScale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_tumblePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_tumblePivot()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isStereo(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isStereo()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isParallelView(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isParallelView()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_eyeOffset(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_eyeOffset()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_usePivotAsLocalSpace()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getCPtr(Autodesk.Maya.OpenMaya.MFnCamera)">
      <param name="obj">MFnCamera</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCamera</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.create()">
      <summary>
        <para>Creates a perspective camera and a transform to parent it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The camera is positioned at (0, 0, 0), its center of interest at (0, 0, -1), which implies that the view-direction is pointing in the direction of the negative z-axis, and its up-direction along the positive Y axis.</para>
        <para>
          <section>
            <para>The transform parenting the new camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a perspective camera and a transform to parent it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The camera is positioned at (0, 0, 0), its center of interest at (0, 0, -1), which implies that the view-direction is pointing in the direction of the negative z-axis, and its up-direction along the positive Y axis.</para>
        <para>
          <section>
            <para>The transform parenting the new camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.eyePoint(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the eye point for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The eye point location for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.eyePoint()">
      <summary>
        <para>Returns the eye point for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The eye point location for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.viewDirection(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the view direction for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The view direction vector for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.viewDirection()">
      <summary>
        <para>Returns the view direction for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The view direction vector for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.upDirection(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the up direction vector for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The up direction vector for this camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.upDirection()">
      <summary>
        <para>Returns the up direction vector for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The up direction vector for this camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.rightDirection(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the right direction vector for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The right direction vector for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.rightDirection()">
      <summary>
        <para>Returns the right direction vector for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The right direction vector for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.centerOfInterestPoint(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the center of interest point for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of interest location of the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.centerOfInterestPoint()">
      <summary>
        <para>Returns the center of interest point for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The center of interest location of the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double)">
      <summary>
        <para>Convenience routine to set the camera viewing parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified values should be in world space where applicable.</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="wsEyeLocation">Eye location to set in world space </param>
      <param name="wsViewDirection">View direction to set in world space </param>
      <param name="wsUpDirection">Up direction to set in world space </param>
      <param name="horizFieldOfView">The horizontal field of view to set </param>
      <param name="aspectRatio">The aspect ratio to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setEyePoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Positions the eye-point of the camera keeping the center of interest fixed in space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method changed the orientation and translation of the camera's transform attributes as well as the center-of-interest distance.</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="eyeLocation">The eye location to set </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setEyePoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Positions the eye-point of the camera keeping the center of interest fixed in space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method changed the orientation and translation of the camera's transform attributes as well as the center-of-interest distance.</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="eyeLocation">The eye location to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setCenterOfInterestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Positions the center-of-interest of the camera keeping the eye-point fixed in space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method changed the orientation and translation of the camera's transform attributes as well as the center-of-interest distance.</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="centerOfInterest">Center of interest point to be set </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setCenterOfInterestPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Positions the center-of-interest of the camera keeping the eye-point fixed in space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method changed the orientation and translation of the camera's transform attributes as well as the center-of-interest distance.</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="centerOfInterest">Center of interest point to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.hasSamePerspective(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns true if the camera has same perspective settings as the given camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> Specified camera has same perspective as this camera, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="otherCamera">Camera to compare perspective with </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.copyViewFrom(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Copy the camera settings related to the perspective from the given camera view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will only work when the world space information for the camera is available, i.e. when the function set has been initialized with a DAG path.</para>
      </remarks>
      <param name="otherCamera">Camera to copy view from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,Autodesk.Maya.OpenMaya.MPointArray,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="clipPlanes">point array to store the clip planes </param>
      <param name="applyPanZoom">specifies whether to apply 2D pan/zoom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="clipPlanes">point array to store the clip planes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="hSize">output Double&amp;</param>
      <param name="vSize">output Double&amp;</param>
      <param name="hOffset">output Double&amp;</param>
      <param name="vOffset">output Double&amp;</param>
      <param name="applyPanZoom">specifies whether to apply 2D pan/zoom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="hSize">output Double&amp;</param>
      <param name="vSize">output Double&amp;</param>
      <param name="hOffset">output Double&amp;</param>
      <param name="vOffset">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getPortFieldOfView(System.Int32,System.Int32,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Compute the horizontal and vertical field of view in radians from the given viewport width and height. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="width">width of viewport </param>
      <param name="height">height of viewport </param>
      <param name="horizontalFOV">storage for the horizonal field of view </param>
      <param name="verticalFOV">storage for the vertical field of view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewParameters(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Computes and returns the intermediate viewing frustum parameters for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The aperture and offset are used by getViewingFrustrum() and getRenderingFrustrum() to compute the extent (left, right, top, bottom) of the frustrum in the following manner:</para>
        <para>
          <list type="bullet">
            <item>
              <para>left = focal_to_near * (-0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>right = focal_to_near * (0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>bottom = focal_to_near * (-0.5*apertureY + offsetY) </para>
            </item>
            <item>
              <para>top = focal_to_near * (0.5*apertureY + offsetY)</para>
            </item>
          </list>
Here, focal_to_near is equal to <ref>cameraScale()</ref> if the camera is orthographic, or it is equal to ((<ref>nearClippingPlane()</ref> / (<ref>focalLength()</ref> * MM_TO_INCH)) * <ref>cameraScale()</ref>) where MM_TO_INCH equals 0.03937.</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="apertureX">storage for the horizontal aperture </param>
      <param name="apertureY">storage for the vertical aperture </param>
      <param name="offsetX">storage for the horizontal offset </param>
      <param name="offsetY">storage for the vertical offset </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
      <param name="applySqueeze">specifies whether to apply the lens squeeze ratio of the camera </param>
      <param name="applyPanZoom">specifies whether to apply 2D pan/zoom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewParameters(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>Computes and returns the intermediate viewing frustum parameters for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The aperture and offset are used by getViewingFrustrum() and getRenderingFrustrum() to compute the extent (left, right, top, bottom) of the frustrum in the following manner:</para>
        <para>
          <list type="bullet">
            <item>
              <para>left = focal_to_near * (-0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>right = focal_to_near * (0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>bottom = focal_to_near * (-0.5*apertureY + offsetY) </para>
            </item>
            <item>
              <para>top = focal_to_near * (0.5*apertureY + offsetY)</para>
            </item>
          </list>
Here, focal_to_near is equal to <ref>cameraScale()</ref> if the camera is orthographic, or it is equal to ((<ref>nearClippingPlane()</ref> / (<ref>focalLength()</ref> * MM_TO_INCH)) * <ref>cameraScale()</ref>) where MM_TO_INCH equals 0.03937.</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="apertureX">storage for the horizontal aperture </param>
      <param name="apertureY">storage for the vertical aperture </param>
      <param name="offsetX">storage for the horizontal offset </param>
      <param name="offsetY">storage for the vertical offset </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
      <param name="applySqueeze">specifies whether to apply the lens squeeze ratio of the camera </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewParameters(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Computes and returns the intermediate viewing frustum parameters for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The aperture and offset are used by getViewingFrustrum() and getRenderingFrustrum() to compute the extent (left, right, top, bottom) of the frustrum in the following manner:</para>
        <para>
          <list type="bullet">
            <item>
              <para>left = focal_to_near * (-0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>right = focal_to_near * (0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>bottom = focal_to_near * (-0.5*apertureY + offsetY) </para>
            </item>
            <item>
              <para>top = focal_to_near * (0.5*apertureY + offsetY)</para>
            </item>
          </list>
Here, focal_to_near is equal to <ref>cameraScale()</ref> if the camera is orthographic, or it is equal to ((<ref>nearClippingPlane()</ref> / (<ref>focalLength()</ref> * MM_TO_INCH)) * <ref>cameraScale()</ref>) where MM_TO_INCH equals 0.03937.</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="apertureX">storage for the horizontal aperture </param>
      <param name="apertureY">storage for the vertical aperture </param>
      <param name="offsetX">storage for the horizontal offset </param>
      <param name="offsetY">storage for the vertical offset </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewParameters(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Computes and returns the intermediate viewing frustum parameters for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The aperture and offset are used by getViewingFrustrum() and getRenderingFrustrum() to compute the extent (left, right, top, bottom) of the frustrum in the following manner:</para>
        <para>
          <list type="bullet">
            <item>
              <para>left = focal_to_near * (-0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>right = focal_to_near * (0.5*apertureX + offsetX) </para>
            </item>
            <item>
              <para>bottom = focal_to_near * (-0.5*apertureY + offsetY) </para>
            </item>
            <item>
              <para>top = focal_to_near * (0.5*apertureY + offsetY)</para>
            </item>
          </list>
Here, focal_to_near is equal to <ref>cameraScale()</ref> if the camera is orthographic, or it is equal to ((<ref>nearClippingPlane()</ref> / (<ref>focalLength()</ref> * MM_TO_INCH)) * <ref>cameraScale()</ref>) where MM_TO_INCH equals 0.03937.</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="apertureX">storage for the horizontal aperture </param>
      <param name="apertureY">storage for the vertical aperture </param>
      <param name="offsetX">storage for the horizontal offset </param>
      <param name="offsetY">storage for the vertical offset </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewingFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Computes and returns the viewing frustum for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="left">storage for the left side of frustum </param>
      <param name="right">storage for the right side of frustum </param>
      <param name="bottom">storage for the bottom of frustum </param>
      <param name="top">storage for the top of frustum </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
      <param name="applySqueeze">specifies whether to apply the lens squeeze ratio of the camera </param>
      <param name="applyPanZoom">specifies whether to apply 2D pan/zoom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewingFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean,System.Boolean)">
      <summary>
        <para>Computes and returns the viewing frustum for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="left">storage for the left side of frustum </param>
      <param name="right">storage for the right side of frustum </param>
      <param name="bottom">storage for the bottom of frustum </param>
      <param name="top">storage for the top of frustum </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
      <param name="applySqueeze">specifies whether to apply the lens squeeze ratio of the camera </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewingFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Computes and returns the viewing frustum for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="left">storage for the left side of frustum </param>
      <param name="right">storage for the right side of frustum </param>
      <param name="bottom">storage for the bottom of frustum </param>
      <param name="top">storage for the top of frustum </param>
      <param name="applyOverscan">specifies whether to apply overscan </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getViewingFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Computes and returns the viewing frustum for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="left">storage for the left side of frustum </param>
      <param name="right">storage for the right side of frustum </param>
      <param name="bottom">storage for the bottom of frustum </param>
      <param name="top">storage for the top of frustum </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getRenderingFrustum(System.Double,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Computes and returns the rendering frustum for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the frustum that the maya renderer uses.</para>
      </remarks>
      <param name="windowAspect">windowAspect </param>
      <param name="left">storage for the left side of frustum </param>
      <param name="right">storage for the right side of frustum </param>
      <param name="bottom">storage for the bottom of frustum </param>
      <param name="top">storage for the top of frustum</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.projectionMatrix(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the orthographic or perspective projection matrix for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The projection matrix that maya's software renderer uses is almost identical to the OpenGL projection matrix. The difference is that maya uses a left hand coordinate system and so the entries [2][2] and [3][2] are negated.</para>
        <para>
          <section>
            <para>The projection matrix</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDGContext</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmApertureLimits(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Returns the maximum and minimum film aperture limits for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="min">Storage for the minimum film aperture limit </param>
      <param name="max">Storage for the maximum film aperture limit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getAspectRatioLimits(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Returns the minimum and maximum aspect ratio limits for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="min">Storage for the minimum aspect ratio limit </param>
      <param name="max">Storage for the maximum aspect ratio limit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setFilmFit(Autodesk.Maya.OpenMaya.MFnCamera+FilmFit)">
      <summary>
        <para>Sets how the digital image is to be fitted to the film back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="filmFit">The type of film fit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setFilmRollOrder(Autodesk.Maya.OpenMaya.MFnCamera+RollOrder)">
      <summary>
        <para>Assign the order in which the film back rotation is applied with respect to the pivot point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>There are 2 choices.</para>
      </remarks>
      <param name="filmRollOrder">The order to apply the film roll.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.postProjectionMatrix(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the post projection matrix used to compute film roll on the film back plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The film roll matrix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDGContext</param>
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setDisplayGateMask(System.Boolean)">
      <summary>
        <para>Activate shaded display of the film or resolution gate mask when looking through the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Does not activate the film or resolution gate display.</para>
      </remarks>
      <param name="displayGateMask">Specifies whether to display the film gate shaded.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFocalLengthLimits(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Returns the focal length limits for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="min">Storage for the minimum focal length limit </param>
      <param name="max">Storage for the maximum focal length limit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setNearFarClippingPlanes(System.Double,System.Double)">
      <summary>
        <para>Set the distances to the Near and Far Clipping Planes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="dNear">The near clipping plane value to be set </param>
      <param name="dFar">The far clipping plane value to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.computeDepthOfField()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.computeDepthOfField(System.Double)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="nearLimit">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setIsOrtho(System.Boolean,System.Double)">
      <summary>
        <para>Switch the camera in and out of orthographic mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This does not change the preset fov or the ortho width, presuming that these values are going to be set at the same time separately.</para>
      </remarks>
      <param name="orthoState">If true then the camera will be orthographic</param>
      <param name="useDist">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,Autodesk.Maya.OpenMaya.MPoint,System.Boolean)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="clipPlane">MPoint</param>
      <param name="applyPanZoom">specifies whether to apply 2D pan/zoom</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.getFilmFrustum(System.Double,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the film frustum for the camera. The frustum defines the projective transformation.</para>
      </remarks>
      <param name="distance">Specifies the focal length </param>
      <param name="clipPlane">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.setUsePivotAsLocalSpace(System.Boolean)">
      <summary>
        <para>Local space tumbling specifies that when the camera is tumbled, the camera will rotate about its local axis, offset by the tumblePivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The effect is like that of tilting the camera on a tripod. This per-camera setting overrides whatever tumble mode is defined globally in Maya.</para>
        <para>For an example of local space tumbling, if `how' is true and this camera's tumblePivot value is (0,1,0) then when tumbled the camera will rotate about a point one unit in Y away from the camera's local axis.</para>
      </remarks>
      <param name="how">True to use local space tumbling for this camera, or false to use the current global tumble setting in Maya (the global tumble setting can be set via the Tumble Tool Option Box). The default value is false.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_projectionMatrixProperty()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalFilmAperture(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalFilmAperture()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalFilmAperture(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalFilmAperture()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_aspectRatio(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_aspectRatio()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isVerticalLock(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isVerticalLock()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalFilmOffset(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalFilmOffset()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalFilmOffset(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalFilmOffset()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_shakeEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_shakeEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalShake(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalShake()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalShake(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalShake()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_shakeOverscanEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_shakeOverscanEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_shakeOverscan(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_shakeOverscan()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_panZoomEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_panZoomEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_renderPanZoom(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_renderPanZoom()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalPan(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalPan()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalPan(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalPan()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_zoom(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_zoom()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_stereoHITEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_stereoHITEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_stereoHIT(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_stereoHIT()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmFit(Autodesk.Maya.OpenMaya.MFnCamera+FilmFit)">
      <param name="value">FilmFit</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmFit()">
      <returns>Returns a FilmFit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmFitOffset(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmFitOffset()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_overscan(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_overscan()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalRollPivot(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalRollPivot()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalRollPivot(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalRollPivot()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmRollValue(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmRollValue()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmRollOrder(Autodesk.Maya.OpenMaya.MFnCamera+RollOrder)">
      <param name="value">RollOrder</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmRollOrder()">
      <returns>Returns a RollOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_preScale(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_preScale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_postScale(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_postScale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmTranslateH(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmTranslateH()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_filmTranslateV(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_filmTranslateV()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_postProjectionMatrixProperty()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isDisplayFilmGate(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isDisplayFilmGate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_horizontalFieldOfView(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_horizontalFieldOfView()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_verticalFieldOfView(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_verticalFieldOfView()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_focalLength(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_focalLength()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_lensSqueezeRatio(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_lensSqueezeRatio()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_isClippingPlanes(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.get_isClippingPlanes()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCamera.set_nearClippingPlane(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.projectionMatrixProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalFilmAperture">
      <summary>
        <para>Returns the horizontal film aperture for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The horizontal film aperture for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the horizontal size of the camera aperture. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalFilmAperture">
      <summary>
        <para>Returns the vertical film aperture for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertical film aperture for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the vertical size of the camera aperture. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.aspectRatio">
      <summary>
        <para>Returns the aspect ratio for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The aspect ratio</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the aspect ratio of the View. </para>
      </summary>
      <remarks>
        <para>The aspect ratio is expressed as width/height. This also modifies the entity's scale transformation to reflect the new aspect ratio.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isVerticalLock">
      <summary>
        <para>Determines if vertical lock is turned on for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> Vertical lock is on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalFilmOffset">
      <summary>
        <para>Returns the horizontal offset of the film. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit used is inches.</para>
        <para>
          <section>
            <para>The horizontal film offset for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the horizontal offset of the film. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalFilmOffset">
      <summary>
        <para>Change the vertical offset of the film. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit used is inches.</para>
        <para>
          <section>
            <para>The vertical film offset for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the vertical offset of the film. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.shakeEnabled">
      <summary>
        <para>Returns the toggle value for the camera shake enabled attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this attribute is false, the horizontalShake and verticalShake values are ignored by the camera.</para>
        <para>
          <section>
            <para>The horizontal film-based camera shake toggle value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the toggle value for the camera shake enabled attribute. </para>
      </summary>
      <remarks>
        <para>If this attribute is false, the horizontalShake and verticalShake values are ignored by the camera.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalShake">
      <summary>
        <para>Returns the horizontal offset of the film due to the shake attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit used is inches. This horizontal/vertical attribute pair acts identically to the film offset pair, but gives another point of input to that system. This allows film-based camera shake to be accessed conveniently and independently without disturbing any other film-offsetting techniques.</para>
        <para>
          <section>
            <para>The horizontal film-based camera shake offset for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the horizontal film-based camera shake value. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalShake">
      <summary>
        <para>Change the vertical film-based camera shake value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit used is inches. This horizontal/vertical attribute pair acts identically to the film offset pair, but gives another point of input to that system. This allows film-based camera shake to be accessed conveniently and independently without disturbing any other film-offsetting techniques.</para>
        <para>
          <section>
            <para>The vertical film-based camera shake value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the vertical film-based camera shake value. </para>
      </summary>
      <remarks>
        <para>Unit used is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.shakeOverscanEnabled">
      <summary>
        <para>Returns the toggle value for the camera shake overscan attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this attribute is false, the shakeOverscan value is ignored by the camera.</para>
        <para>
          <section>
            <para>The camera shake overscan toggle value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the toggle value for the camera shake overscan enabled attribute. </para>
      </summary>
      <remarks>
        <para>If this attribute is false, the shakeOverscan value is ignored by the camera.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.shakeOverscan">
      <summary>
        <para>Returns the camera shake overscan value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit is a multiplier to the film aperture. This overscan is used to render a larger area than would be necessary if the camera were not shaking. This attribute will affect the output render.</para>
        <para>
          <section>
            <para>The film-based camera shake overscan value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the camera shake overscan value. </para>
      </summary>
      <remarks>
        <para>Unit is a multiplier to the film aperture size. This attribute will affect the output render.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.panZoomEnabled">
      <summary>
        <para>Return the toggle value for the camera 2D pan/zoom enabled attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this attribute is false, the 2D pan/zoom values are ignored by the camera.</para>
        <para>
          <section>
            <para>The camera 2D pan/zoom toggle value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the toggle value for the camera 2D pan/zoom enabled attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.renderPanZoom">
      <summary>
        <para>Return the toggle value for the camera render 2D pan/zoom attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this attribute is false, the 2D pan/zoom values will not affect the output render.</para>
        <para>
          <section>
            <para>The camera render 2D pan/zoom toggle value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the toggle value for the camera render 2D pan/zoom enabled attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalPan">
      <summary>
        <para>Return the camera 2D horizontal pan value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit is inches.</para>
        <para>
          <section>
            <para>The camera 2D horizontal pan value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the camera 2D horizontal pan value. </para>
      </summary>
      <remarks>
        <para>Unit is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalPan">
      <summary>
        <para>Return the camera 2D vertical pan value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit is inches.</para>
        <para>
          <section>
            <para>The camera 2D vertical pan value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the camera 2D vertical pan value. </para>
      </summary>
      <remarks>
        <para>Unit is inches.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.zoom">
      <summary>
        <para>Return the camera 2D zoom value, which is the percent over the film viewable frustum to display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The camera 2D zoom value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the camera 2D zoom value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.stereoHITEnabled">
      <summary>
        <para>Returns the toggle value for the stereo HIT enabled attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this attribute is false, the stereoHIT value is ignored by the camera.</para>
        <para>
          <section>
            <para>The camera stereo HIT toggle value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the toggle value for the stereo HIT enabled attribute. </para>
      </summary>
      <remarks>
        <para>If this attribute is false, the stereoHIT value is ignored by the camera.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.stereoHIT">
      <summary>
        <para>Returns the camera stereo horizontal image translation (stereo HIT) value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unit is inches. This has the same effect as the HFO attribute, but is intended as an input hook for use with stereo camera rigs.</para>
        <para>
          <section>
            <para>The stereo HIT value for this camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Changes the camera stereo horizontal image translation (stereo HIT) value. </para>
      </summary>
      <remarks>
        <para>Unit is inches. This has the same effect as the HFO attribute, but is intended as an input hook for use with stereo camera rigs.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmFit">
      <summary>
        <para>Returns how the digital image is being fitted to the film back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of film fit.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets how the digital image is to be fitted to the film back. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmFitOffset">
      <summary>
        <para>Returns the film fit offset for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since the digital image may not match the film back exactly, we now have the question of how to position one relative to the other. Thus fit offset. Normally the centers are aligned. Fit offset lets you move the smaller image within the larger one. Specify the distance for film offset (inches).</para>
        <para>
          <section>
            <para>The film fit offset as double.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the film fit offset for the camera. </para>
      </summary>
      <remarks>
        <para>Since the digital image may not match the film back exactly, we now have the question of how to position one relative to the other. Thus fit offset. Normally the centers are aligned. Fit offset lets you move the smaller image within the larger one. Specify the distance for film offset (inches).</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.overscan">
      <summary>
        <para>Returns the percent of overscan for this camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The percent of overscan</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the percent of overscan for this camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalRollPivot">
      <summary>
        <para>Returns the current horizontal roll pivot value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The horizontal roll pivot value.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the horizontal roll pivot for film back roll. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalRollPivot">
      <summary>
        <para>Returns the vertical roll pivot's value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Vertical roll pivot</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the vertical roll pivot for film back roll. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmRollValue">
      <summary>
        <para>Returns the current roll value in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Roll value in radians.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the film roll value for film back. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmRollOrder">
      <summary>
        <para>Returns the current roll order. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The roll order</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Assign the order in which the film back rotation is applied with respect to the pivot point. </para>
      </summary>
      <remarks>
        <para>There are 2 choices.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.preScale">
      <summary>
        <para>Return the post projection matrix's pre-scale value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pre scale value.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the pre scale value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.postScale">
      <summary>
        <para>Return the post projection matrix's post-scale value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Post scale value.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the post scale value. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmTranslateH">
      <summary>
        <para>Returns the horizontal film translate value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value corresponds to the normalized viewport.</para>
        <para>
          <section>
            <para>The horizontal translation amount.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the horizontal film translate. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.filmTranslateV">
      <summary>
        <para>Returns the vertical film translate value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value corresponds to the normalized viewport, [-1,1].</para>
        <para>
          <section>
            <para>The vertical film translation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the vertical film translate. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.postProjectionMatrixProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isDisplayFilmGate">
      <summary>
        <para>Determines if the film gate icons are displayed when looking through the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> The film gate is displayed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.horizontalFieldOfView">
      <summary>
        <para>Returns the horizontal field of view for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The horizontal field of view for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the horizontal field of view for the camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.verticalFieldOfView">
      <summary>
        <para>Returns the vertical field of view for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The vertical field of view for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the vertical field of view for the camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.focalLength">
      <summary>
        <para>Returns the focal length for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the distance along the lens axis between the lens and the film plane when "focal distance" is infinitely large. This is an optical property of the lens. This double precision parameter is always specified in millimeters.</para>
        <para>
          <section>
            <para>The focal length for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the focal length for the camera. </para>
      </summary>
      <remarks>
        <para>This is the distance along the lens axis between the lens and the film plane when "focal distance" is infinitely large. This is an optical property of the lens. This double precision parameter is always specified in millimeters.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.lensSqueezeRatio">
      <summary>
        <para>Returns the lens squeeze ratio for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The lens squeeze ratio for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the squeeze ratio of the lens. </para>
      </summary>
      <remarks>
        <para>The aspect ratio is expressed as width/height.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isClippingPlanes">
      <summary>
        <para>Determines whether manual clipping planes are activated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> manual clipping planes are activated, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.nearClippingPlane">
      <summary>
        <para>Returns the distance to the near clipping plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The near clipping plane value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the distances to the Near Clipping Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.farClippingPlane">
      <summary>
        <para>Returns the distance to the far clipping plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The far clipping plane value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the distances to the Far Clipping Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isDepthOfField">
      <summary>
        <para>Determines whether the depth of field calculation is performed for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The depth of field calculation is used to give varying focus depending on the distance of the objects.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> Depth of field is on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.fStop">
      <summary>
        <para>Returns the f-stop value for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A real lens normally contains a diaphragm or other stop which blocks some of the light that would otherwise pass through it. This stop is usually approximately round, and its diameter as seen from the front of the lens is called the lens diameter. The lens diameter is often described by its relation to the focal length of the lens. A lens whose diameter is one-eighth its local length is said to have an F-stop of<list type="number"><item><para>This is an optical property of the lens.</para></item></list></para>
        <para>
          <section>
            <para>The F/Stop value for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the f-stop value for the camera. </para>
      </summary>
      <remarks>
        <para>A real lens normally contains a diaphragm or other stop which blocks some of the light that would otherwise pass through it. This stop is usually approximately round, and its diameter as seen from the front of the lens is called the lens diameter. The lens diameter is often described by its relation to the focal length of the lens. A lens whose diameter is one-eighth its local length is said to have an F-stop of<list type="number"><item><para>This is an optical property of the lens.</para></item></list></para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.focusDistance">
      <summary>
        <para>Returns the focus distance for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value sets the focus at a certain distance in front of the camera.</para>
        <para>
          <section>
            <para>The focus distance for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the focus at a certain distance in front of the camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.nearFocusDistance">
      <summary>
        <para>Returns the linear distance to the near focus plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The near focus distance for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the nearest distance within the well-focus region. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.farFocusDistance">
      <summary>
        <para>Returns the linear distance to the far focus plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The far focus distance for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the farthest distance within the well-focus region. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isMotionBlur">
      <summary>
        <para>Determine if motion blur is on/off for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Motion blur determines whether the camera's image is motion blurred (as opposed to an object's image). For example, if you want to blur the camera movement when you are performing a fly-by.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> Motion blur is on, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.shutterAngle">
      <summary>
        <para>Return the current shutter angle which is one of the variables used to compute motion blur. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shutter angle is specified in radians.</para>
        <para>
          <section>
            <para>The shutter angle for the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the current shutter angle which is one of the variables used to compute motion blur. </para>
      </summary>
      <remarks>
        <para>The shutterAngle is specified in radians.</para>
        <para>Valid shutter angles must be in the range 1.0 (degrees) to 359.0 (degrees), and must be given in radians. Note: PI radians = 180 degrees.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.centerOfInterest">
      <summary>
        <para>Return the linear distance from the camera's eye point to the center of interest. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>center of interest distance value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the Center of Interest, which is defined to be a positive distance along the View Direction (i.e., "in front" of the Camera). </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isOrtho">
      <summary>
        <para>Determines if the camera is in orthographic mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> The camera is orthographic, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Switch the camera in and out of orthographic mode. </para>
      </summary>
      <remarks>
        <para>This does not change the preset fov or the ortho width, presuming that these values are going to be set at the same time separately.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.orthoWidth">
      <summary>
        <para>Returns the orthographic projection width. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The orthographic width</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets a new width for the ortho camera. </para>
      </summary>
      <remarks>
        <para>Bad values are ignored.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.cameraScale">
      <summary>
        <para>Returns the camera scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The scale value of the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the camera scale. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.tumblePivot">
      <summary>
        <para>Returns the tumble pivot value for the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The pivot value will be in world space coordinates unless <ref>usePivotAsLocalSpace()</ref> is true in which case the pivot is a relative offset.</para>
        <para>
          <section>
            <para>The tumble pivot location of the camera</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>The tumble pivot is used for non-local tumble operations. </para>
      </summary>
      <remarks>
        <para>It is in world space for "tumble pivot" mode and relative space for "local
axis" mode (see setUsePivotAsLocalSpace).</para>
        <para>Note that when camera is told to look at an object and the camera's <ref>usePivotAsLocalSpace()</ref> is false, the tumble pivot value for the camera is reset to the centre of the bounding box for the object being looked at.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isStereo">
      <summary>
        <para>Obsolete &amp; no script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>
              <b>false</b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.isParallelView">
      <summary>
        <para>obsolete &amp; no script support </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>
              <b>false</b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.eyeOffset">
      <summary>
        <para>Obsolete &amp; no script support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>
              <b>0.0</b>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Obsolete &amp; no script support. </para>
      </summary>
      <remarks>
        <para>
          <b>This method is obsolete.</b>
          <b>This method is not available in Python.</b>
        </para>
        <para>
          <section />
        </para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCamera.usePivotAsLocalSpace">
      <summary>
        <para>Returns the value of the local axis tumble setting for this camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if using local space tumbling for this camera, or false if using the current global tumble setting in Maya. See <ref>setUsePivotAsLocalSpace()</ref> for more details.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Local space tumbling specifies that when the camera is tumbled, the camera will rotate about its local axis, offset by the tumblePivot. </para>
      </summary>
      <remarks>
        <para>The effect is like that of tilting the camera on a tripod. This per-camera setting overrides whatever tumble mode is defined globally in Maya.</para>
        <para>For an example of local space tumbling, if `how' is true and this camera's tumblePivot value is (0,1,0) then when tumbled the camera will rotate about a point one unit in Y away from the camera's local axis.</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit">
      <summary>
        <para>Specifies how to fit the digital image to the film back. </para>
      </summary>
      <remarks>
        <para>This describes how the digital image (in pixels) relates to the film back. Since the film back is defined in terms of real numbers with some arbitrary film aspect, and the digital image is defined in integer pixels with an equally arbitrary (and different) resolution, relating the two can get complicated. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kFillFilmFit">
      <summary>
        <para>The system calculates both horizontal and vertical fits and then applies the one that makes the digital image larger than the film back. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kHorizontalFilmFit">
      <summary>
        <para>The digital image is made to fit the film back exactly in the horizontal direction. </para>
      </summary>
      <remarks>
        <para>This then gives each pixel a horizontal size = (film back width) / (horizontal resolution). The pixel height is then = (pixel width) / (pixel aspect ratio). Now that the pixel has a size, resolution gives us a complete image. That image will match the film back exactly in width. It will almost never match in height, either being too tall or too short. By playing with the numbers you can get it pretty close though. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kVerticalFilmFit">
      <summary>
        <para>The same idea as horizontal fit, only applied vertically. </para>
      </summary>
      <remarks>
        <para>Thus the digital image will match the film back exactly in height, but miss in width. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kOverscanFilmFit">
      <summary>
        <para>Over-scanning the film gate in the camera view allows us to choreograph action outside of the frustum from within the camera view without having to resort to a dolly or zoom. </para>
      </summary>
      <remarks>
        <para>This feature is also essential for animating image planes. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder.kRotateTranslate">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder.kTranslateRotate">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit">
      <summary>
        <para>Specifies how to fit the digital image to the film back. </para>
      </summary>
      <remarks>
        <para>This describes how the digital image (in pixels) relates to the film back. Since the film back is defined in terms of real numbers with some arbitrary film aspect, and the digital image is defined in integer pixels with an equally arbitrary (and different) resolution, relating the two can get complicated. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kFillFilmFit">
      <summary>
        <para>The system calculates both horizontal and vertical fits and then applies the one that makes the digital image larger than the film back. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kHorizontalFilmFit">
      <summary>
        <para>The digital image is made to fit the film back exactly in the horizontal direction. </para>
      </summary>
      <remarks>
        <para>This then gives each pixel a horizontal size = (film back width) / (horizontal resolution). The pixel height is then = (pixel width) / (pixel aspect ratio). Now that the pixel has a size, resolution gives us a complete image. That image will match the film back exactly in width. It will almost never match in height, either being too tall or too short. By playing with the numbers you can get it pretty close though. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kVerticalFilmFit">
      <summary>
        <para>The same idea as horizontal fit, only applied vertically. </para>
      </summary>
      <remarks>
        <para>Thus the digital image will match the film back exactly in height, but miss in width. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kOverscanFilmFit">
      <summary>
        <para>Over-scanning the film gate in the camera view allows us to choreograph action outside of the frustum from within the camera view without having to resort to a dolly or zoom. </para>
      </summary>
      <remarks>
        <para>This feature is also essential for animating image planes. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.FilmFit.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder.kRotateTranslate">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnCamera.RollOrder.kTranslateRotate">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCameraSet">
      <summary>
        <para>Camera set node function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnCameraSet</ref> is the function set that is used for manipulating cameraSet nodes.</para>
        <para>A cameraSet node defines a list of camera layeres to be processed in order, defining a multi-layer viewing of the scene. A camera layer consists of an object set to be used by the layer, and a camera through which the set is viewed. Individual layers may be marked active or inactive and ordered arbitrarily. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getCPtr(Autodesk.Maya.OpenMaya.MFnCameraSet)">
      <param name="obj">MFnCameraSet</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCameraSet</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnCameraSet". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.create()">
      <summary>
        <para>Creates a new cameraSet dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the new cameraSet node object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.create(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <summary>
        <para>Creates a new cameraSet dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the new cameraSet node object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="camList">MDagPathArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.create(System.String)">
      <summary>
        <para>Creates a new cameraSet dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the new cameraSet node object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.create(Autodesk.Maya.OpenMaya.MDagPathArray,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Creates a new cameraSet dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the new cameraSet node object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="camList">MDagPathArray</param>
      <param name="setList">MObjectArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.create(System.String,Autodesk.Maya.OpenMaya.MDagPathArray,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Creates a new cameraSet dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the new cameraSet node object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">String</param>
      <param name="camList">MDagPathArray</param>
      <param name="setList">MObjectArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.appendLayer(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Appends a layer to the associated cameraSet node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given camera and object set are used in the layer. If <ref>MObject::kNullObj</ref> is passed as the set, then the whole scene will be rendered in the layer.</para>
      </remarks>
      <param name="camera">The camera or stereo rig for the layer </param>
      <param name="set">The set of objects used in the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.appendLayer(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Appends a layer to the associated cameraSet node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The given camera and object set are used in the layer. If <ref>MObject::kNullObj</ref> is passed as the set, then the whole scene will be rendered in the layer.</para>
      </remarks>
      <param name="camera">The camera or stereo rig for the layer </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.insertLayer(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Inserts a layer at the given index to the associated cameraSet node using the given camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index value must be in the range from 0 to the number of layers currently defined. The given camera and object set are used in the layer. If <ref>MObject::kNullObj</ref> is passed as the set, then the whole scene will be rendered in the layer.</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="camera">The camera for the layer </param>
      <param name="set">The set of objects used in the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.insertLayer(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Inserts a layer at the given index to the associated cameraSet node using the given camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index value must be in the range from 0 to the number of layers currently defined. The given camera and object set are used in the layer. If <ref>MObject::kNullObj</ref> is passed as the set, then the whole scene will be rendered in the layer.</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="camera">The camera for the layer </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.deleteLayer(System.UInt32)">
      <summary>
        <para>Deletes the layer denoted by the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.clear()">
      <summary>
        <para>Clear all of the camera layers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.setLayerCamera(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Set the camera to be used for a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="camera">The camera for the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getLayerCamera(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the camera used for a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="camera">The camera for the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.setLayerSceneData(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Set the scene data to be used for a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="set">The object set for the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getLayerSceneData(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the scene data used for a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned scene data could be <ref>MObject::kNullObj</ref> if no scene data has been set. The operation will still be deemed successful.</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="set">The object set for the layer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.setLayerActive(System.UInt32,System.Boolean)">
      <summary>
        <para>Set a particular layer to be active. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="isActive">Whether the layer should be processed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.isLayerActive(System.UInt32)">
      <summary>
        <para>Get whether a particular layer is active. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the layer is being processed</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The passed index was invalid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the layer </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.setLayerOrder(System.UInt32,System.Int32)">
      <summary>
        <para>Set the processing order of a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="order">The order number</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getLayerOrder(System.UInt32,System.Int32&amp;)">
      <summary>
        <para>Get the processing order of a particular layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="order">The processing order</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getSortedIndices(Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>Get a list of the layer indices, sorted by the order attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="sortedIndices">The sorted indices</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.setLayerClearDepthValue(System.UInt32,System.Boolean)">
      <summary>
        <para>This method sets the clearDepth attribute for the specified camera layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="depth">The clear depth value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.getLayerClearDepthValue(System.UInt32,System.Boolean&amp;)">
      <summary>
        <para>This method gets the clearDepth attribute value for the specified camera layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the layer </param>
      <param name="depth">The clear depth value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCameraSet.get_numLayers()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCameraSet.numLayers">
      <summary>
        <para>Return the number of layers in the cameraSet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of layers</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnComponent">
      <summary>
        <para>Base class for component function sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for all function sets which deal with component objects.</para>
        <para>Components are MObjects which hold index information for shapes. The component object does not contain any information about the shape, it just contains index values and type information.</para>
        <para>Components can be marked as complete meaning that the component represents a complete set of indices from 0 to numElements-1;</para>
        <para>Components come is 3 varieties based upon the dimensions of the index. The types are single, double, and triple indexed. Examples of these types are mesh vertices (single indexed), nurbs surface CVs (double indexed), and lattice points (triple indexed).</para>
        <para>To create, edit, or query a specific type of component, use the derived classes <ref>MFnSingleIndexedComponent</ref>, <ref>MFnDoubleIndexedComponent</ref>, and <ref>MFnTripleIndexedComponent</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor that initializes the function set to the given <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> if the function set is successfully attached </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> if the <ref>MObject</ref> does not represent a valid Maya object or if the function set is not allowed to attach to this <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.getCPtr(Autodesk.Maya.OpenMaya.MFnComponent)">
      <param name="obj">MFnComponent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kComponent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnComponent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.isEqual(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Compares this component with the given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the components are equal, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.weight(System.Int32)">
      <summary>
        <para>Return the weight data for a given element within this component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this method does not return external weight data (e.g. deformer weights stored in separate attributes).</para>
        <para>
          <section>
            <para>The element weight data.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The element to return weight data for (note that this is the linear index between 0 and elementCount()) </param>
      <returns>Returns a MWeight.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.get_elementCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.get_componentType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.get_isEmpty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.set_isComplete(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.get_isComplete()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponent.get_hasWeights()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponent.elementCount">
      <summary>
        <para>Returns the number of elements that this component contains. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponent.componentType">
      <summary>
        <para>Returns the <ref>MFn</ref> type of the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponent.isEmpty">
      <summary>
        <para>Determines if this component is empty, i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>there are no index elements.</para>
        <para>
          <section>
            <para>True if empty, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponent.isComplete">
      <summary>
        <para>Returns the complete state of the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components can be marked as complete meaning that the component represents a complete set of indices from 0 to numElements-1;</para>
        <para>
          <section>
            <para>True if this component is complete, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponent.hasWeights">
      <summary>
        <para>Query this component for the existance of attached weight data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Weight data will be added to a component as part of soft selection and/or symmetry. Note that this method does not test for the existance of external weight information (e.g. deformer weights stored in separate attributes).</para>
        <para>
          <section>
            <para>True if the component includes weight data, false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnComponentListData">
      <summary>
        <para>Component list function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnComponentListData</ref> allows the creation and manipulation of component list (represented as MObjects) data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MObjects containing component lists, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnComponentListData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.getCPtr(Autodesk.Maya.OpenMaya.MFnComponentListData)">
      <param name="obj">MFnComponentListData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kComponentListData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnComponentListData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.has(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Determine if the instance of the component list contains the component represented by the given <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>true if the component list contains the component, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="obj">the MObject containing the component to look for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.add(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add the given component to the component list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>kSuccess if successful, kFailure if either the instance is not attached to a component list, or the given <ref>MObject</ref> does not contain a component. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.remove(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove the given component from the component list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>kSuccess if successful, kFailure if either the instance is not attached to a component list, or the given <ref>MObject</ref> does not contain a component. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.remove(System.UInt32)">
      <summary>
        <para>Remove the given component from the component list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>kSuccess if successful, kFailure if either the instance is not attached to a component list, or the given <ref>MObject</ref> does not contain a component. </para>
          </section>
        </para>
      </remarks>
      <param name="index">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.clear()">
      <summary>
        <para>Remove all components from the component list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>kSuccess if successful, kFailure if either the instance is not attached to a component list. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain an empty component list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnComponentListData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponentListData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponentListData.length">
      <summary>
        <para>Return the number of components in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of components in the instance</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> The instance is not attached to a component list. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnCompoundAttribute">
      <summary>
        <para>Compound attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnCompoundAttribute</ref> is the function set for compound dependency node attributes.</para>
        <para>Compound attributes allow the grouping of related attributes into a larger unit. It is possible to connect to a compound attribute as a whole, or to any of the individual children.</para>
        <para>For example, the three attributes RED, GREEN, and BLUE could be grouped into a compound attribute of type COLOR. It is then possible to connect two COLOR attributes together. This removes the need to connect each child explicitly.</para>
        <para>A second use for compound attributes is when there are multi attributes that relate to each other on an element-by-element basis. An example of this is the weighted matrix node that has a multi attribute with matrices that must be matched with the multi attribute that provides the weights for each matrix. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnCompoundAttribute)">
      <param name="obj">MFnCompoundAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCompoundAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnCompoundAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.create(System.String,System.String)">
      <summary>
        <para>Creates a new compound attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="full">Long name of the attribute. </param>
      <param name="brief">Short name of the attribute. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.addChild(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a child attribute under this compound attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> argument is not a valid attribute, or has a larger alignment requirement than the first child in this compound attribute. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> adding child failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="child">new child attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.removeChild(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove a child attribute from this compound attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> argument is not a valid attribute </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> removing child failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="child">child attribute to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.child(System.UInt32)">
      <summary>
        <para>Get a child of this compound attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The child attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index of child </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.getAddAttrCmds(Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Returns a string array containing the <em>addAttr</em> commands which would be required to recreate the attribute and all of its descendents on a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attributes are returned in depth-first order, meaning that element 0 of the array will contain this attribute's <em>addAttr</em> command, element 1 will contain the command for its first child, element 2 will contain the command for its first child's child, if one exists, and so on.</para>
        <para>Each command is returned with the terminating semicolon and is formatted as if for use with a selected node, meaning that no node name is supplied.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> function set is not bound to an attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cmds">string array to receive the adAttr commands </param>
      <param name="useLongNames">if true, long attribute names are used rather than short</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.getAddAttrCmds(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Returns a string array containing the <em>addAttr</em> commands which would be required to recreate the attribute and all of its descendents on a node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attributes are returned in depth-first order, meaning that element 0 of the array will contain this attribute's <em>addAttr</em> command, element 1 will contain the command for its first child, element 2 will contain the command for its first child's child, if one exists, and so on.</para>
        <para>Each command is returned with the terminating semicolon and is formatted as if for use with a selected node, meaning that no node name is supplied.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> function set is not bound to an attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cmds">string array to receive the adAttr commands </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.get_numChildren()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnCompoundAttribute.numChildren">
      <summary>
        <para>Returns the number of child attributes that this compound attribute has. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of children</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnContainerNode">
      <summary>
        <para>container function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnContainerNode</ref> is the function set for creating, querying and editing containers.</para>
        <para>Maya uses container nodes to bundle sets of related nodes together with a published attribute list that defines the primary interface to those nodes. This class allows you to query information about container nodes in the Maya scene. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getCPtr(Autodesk.Maya.OpenMaya.MFnContainerNode)">
      <param name="obj">MFnContainerNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kContainerBase</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnContainerNode". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getPublishedPlugs(Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Return two arrays: the first contains the plugs that have been published on this container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The second contains that published names for those plugs. There is a one-to-one correspondence between the plugs in the first array and the strings in the second.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="publishedPlugs">array to store the result plugs </param>
      <param name="publishedNames">array to store the result names</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getPublishedNames(Autodesk.Maya.OpenMaya.MStringArray,System.Boolean)">
      <summary>
        <para>Return a list of published names on the container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Depending on the arguments, either all published names or only unbound published names will be returned.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="publishedNames">array to store the result names </param>
      <param name="unboundOnly">if true, only return names that are not associated with a plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getMembers(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Return an array of the nodes included in this container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="members">array to store the result nodes</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getSubcontainers(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Return an array of the container nodes included in this container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="members">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getParentContainer(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Return the parent container, if there is one. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Otherwise return an empty <ref>MObject</ref></para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">parent container, if found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getRootTransform(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Return the root transform, if there is one. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Otherwise return an empty <ref>MObject</ref>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="root">root transform, if found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.getPublishedNodes(Autodesk.Maya.OpenMaya.MFnContainerNode+MPublishNodeType,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Return a list of the published nodes of a given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For any names that have assigned nodes, return the node at the corresponding array index. For any names that do not have assigned nodes, a NULL <ref>MObject</ref> will be at the corresponding array index.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid container object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">published node type of interest </param>
      <param name="publishedNames">published names of the specified type </param>
      <param name="nodes">corresponding published node or a NULL MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnContainerNode.clear()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType">
      <summary>
        <para>Specify which type of published node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kParentAnchor">
      <summary>
        <para>published as parent anchor </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kChildAnchor">
      <summary>
        <para>published as child anchor </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kGeneric">
      <summary>
        <para>published as node (non-anchor) </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType">
      <summary>
        <para>Specify which type of published node. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kParentAnchor">
      <summary>
        <para>published as parent anchor </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kChildAnchor">
      <summary>
        <para>published as child anchor </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnContainerNode.MPublishNodeType.kGeneric">
      <summary>
        <para>published as node (non-anchor) </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDirectionalLight">
      <summary>
        <para>Manage Directional Light dependency nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnDirectionalLight</ref> facilitates creation and manipulation of dependency nodes representing direction lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.getCPtr(Autodesk.Maya.OpenMaya.MFnDirectionalLight)">
      <param name="obj">MFnDirectionalLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDirectionalLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDirectionalLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.create(System.Boolean)">
      <summary>
        <para>Creates a new directional light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.create()">
      <summary>
        <para>Creates a new directional light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new directional light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new directional light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.set_shadowAngle(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.get_shadowAngle()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.set_useLightPosition(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDirectionalLight.get_useLightPosition()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDirectionalLight.shadowAngle">
      <summary>
        <para>Retrieves the value of the "shadowAngle" attribute of a directional light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents an angular divergence from the direction vector of the light used to calculate soft shadows.</para>
        <para>
          <section>
            <para>The value of the "shadowAngle" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "shadowAngle" attribute of a directional light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDirectionalLight.useLightPosition">
      <summary>
        <para>Retrieves the value of the "useLightPosition" attribute of a directional light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines if the objects behind the light will cast shadows.</para>
        <para>
          <section>
            <para>The value of the "useLightPosition" attribute of the directional light.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "useLightPosition" attribute of a directional light. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDoubleArrayData">
      <summary>
        <para>double array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnDoubleArrayData</ref> allows the creation and manipulation of <ref>MDoubleArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MDoubleArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type()</ref> method will return kDoubleArray when data of this type is present. To access it, the <ref>MDataHandle::data()</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnDoubleArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnDoubleArrayData)">
      <param name="obj">MFnDoubleArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.set_Item(System.UInt32,System.Double)">
      <param name="index">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDoubleArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDoubleArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.set(System.Double,System.UInt32)">
      <summary>
        <para>Set the double array element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index must be valid for the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element to set at the specified index </param>
      <param name="index">the index of the double to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.copyTo(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Copy all the doubles in the instance into the given <ref>MDoubleArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.set(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Set the double array element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index must be valid for the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.array()">
      <summary>
        <para>Return an <ref>MDoubleArray</ref> containing the double array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MDoubleArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MDoubleArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.create()">
      <summary>
        <para>Create a new double array data object, initialize it to be empty, and attach it to this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> referring to the newly created double array data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.create(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Create a new double array data object, initialize it to be empty, and attach it to this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> referring to the newly created double array data object </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDoubleArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.length">
      <summary>
        <para>Return the number of doubles in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of doubles in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent">
      <summary>
        <para>Double indexed component function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set allows you to create, edit, and query double indexed components. Double indexed components store 2 dimensional index values. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.getCPtr(Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent)">
      <param name="obj">MFnDoubleIndexedComponent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDoubleIndexedComponent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDoubleIndexedComponent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.create(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Create a double indexed component of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allowable types are</para>
        <para>
          <ref>MFn::kSurfaceCVComponent</ref>
          <ref>MFn::kSurfaceEPComponent</ref>
          <ref>MFn::kSurfaceKnotComponent</ref>
          <ref>MFn::kMeshVtxFaceComponent</ref>
        </para>
        <para>
          <section>
            <para>The new component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid component type </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">the type of component to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.addElement(System.Int32,System.Int32)">
      <summary>
        <para>Add the specified element to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uIndex">the u index to add </param>
      <param name="vIndex">the v index to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.addElements(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Add the specified elements to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uIndexArray">MIntArray</param>
      <param name="vIndexArray">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.getElement(System.Int32,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the specified element from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">the index of the element to retrieve </param>
      <param name="uIndex">the u index of the component </param>
      <param name="vIndex">the v index of the component</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.getElements(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get all of the element indices from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uIndexArray">MIntArray</param>
      <param name="vIndexArray">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.setCompleteData(System.Int32,System.Int32)">
      <summary>
        <para>Marks the component as complete (meaning all items are selected) and uses the argument to identify the total number of elements selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the component should contain N element indices, then the range would be [0,N-1].</para>
        <para>Also sets the complete state of the component to 'true' (i.e. setComplete(true)).</para>
      </remarks>
      <param name="maxU">the maximum number of U elements </param>
      <param name="maxV">the maximum number of V elements</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnDoubleIndexedComponent.getCompleteData(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Returns the number of elements for the complete component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A complete component means that all elements are selected.</para>
      </remarks>
      <param name="maxU">storage for the maximum number of U elements </param>
      <param name="maxV">storage for the maximum number of V elements</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnEnumAttribute">
      <summary>
        <para>Enumerated attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Function set for enumerated attributes. These attributes accept fields as input. Each field consists of a short and its associated string, which is a descriptive name for the field. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnEnumAttribute)">
      <param name="obj">MFnEnumAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kEnumAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnEnumAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.create(System.String,System.String,System.Int16)">
      <summary>
        <para>Creates an enumerated attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created enumerated attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> There is no more memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <param name="defaultValue">The default value of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.create(System.String,System.String)">
      <summary>
        <para>Creates an enumerated attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created enumerated attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> There is no more memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.addField(System.String,System.Int16)">
      <summary>
        <para>Add a field (a string/index pair) to the enumeration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="fieldString">The string describing the field </param>
      <param name="index">The index of the field</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.fieldName(System.Int16)">
      <summary>
        <para>Retrieve the string associated with a given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The descriptive string corresponding to the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The index is out of range </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the attribute is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The index of the string to look up </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.fieldIndex(System.String)">
      <summary>
        <para>Retrieve the index associated with a given string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index associated with the given descriptive string.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation was successfully performed </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> the attribute is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fieldString">The string describing the field. </param>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.getMin(System.Int16&amp;)">
      <summary>
        <para>Return the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.getMax(System.Int16&amp;)">
      <summary>
        <para>Return the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.setDefault(System.Int16)">
      <summary>
        <para>Set a new default value for this enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>enum</em> attribute, or the given index value is not valid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.setDefault(System.String)">
      <summary>
        <para>Set a new default value for this enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>enum</em> attribute, or the given index value is not valid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fieldString">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.getDefault(System.Int16&amp;)">
      <summary>
        <para>Get the default value for the enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not an <em>enum</em></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">default index value.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.getDefault(System.String&amp;)">
      <summary>
        <para>Get the default value for the enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not an <em>enum</em></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fieldString">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnEnumAttribute.get_defaultValue()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnEnumAttribute.defaultValue">
      <summary>
        <para>Get the default value for the enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>the string value for the default enum</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not an <em>enum</em></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnExpression">
      <summary>
        <para>Expression function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to create, edit, and query expression nodes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.getCPtr(Autodesk.Maya.OpenMaya.MFnExpression)">
      <param name="obj">MFnExpression</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kExpression</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnExpression". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.create(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates and returns a dependency node for a given expression. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A default object can be specified, but if it is not specified in the expression string then the expression string values will be used.</para>
        <para>If the expression string is of the form "objectName.attribute = ... " then the default object parameter is not needed. If you supply a default object in this case, then it will be ignored.</para>
        <para>If the expression has no default object then you must supply one. For example, if the expression is of the form "attribute = ...", then you must supply a default object.</para>
        <para>
          <section>
            <para>The expression node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="expression">The expression string </param>
      <param name="arg1">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.create(System.String)">
      <summary>
        <para>This method creates and returns a dependency node for a given expression. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A default object can be specified, but if it is not specified in the expression string then the expression string values will be used.</para>
        <para>If the expression string is of the form "objectName.attribute = ... " then the default object parameter is not needed. If you supply a default object in this case, then it will be ignored.</para>
        <para>If the expression has no default object then you must supply one. For example, if the expression is of the form "attribute = ...", then you must supply a default object.</para>
        <para>
          <section>
            <para>The expression node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="expression">The expression string </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.getDefaultObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Gets the "default" object for the expression. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Not all expressions have a default object. If there is no default object for the expression, the object will be set to MObject::kNullObject and the return status will indicate success. This is a completely legal case that the calling code should check for before blindly using the returned object.</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.setDefaultObject(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Sets the "default" object for the expression. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This allows the expression writer to not type the object name for frequently-used objects.</para>
        <para>This method will only work for expression strings in which the object name is not specified.</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.setAnimated()">
      <summary>
        <para>Sets the way in which the expression is evaluated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this is <b>true</b>, then the expression will be evaluated whenever time changes, regardless of whether the other inputs have changed.</para>
        <para>If it is <b>false</b> (the default) , then the expression will only be evaluated if one or more of the inputs change.</para>
        <para>Note, if 'time' or 'frame' are inputs, then the expression will act as if this was set to <b>true</b>.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.evaluate(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Evaluate this expression and return the result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="result">the value of the expression</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.setUnitConversion(Autodesk.Maya.OpenMaya.MFnExpression+UnitConversion)">
      <summary>
        <para>Set the unit conversion options for the expression node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="conversion">unit conversion state for this node</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.getExpression(System.String&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the expression string for this expression node.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see the one which returns a string</para>
      </remarks>
      <param name="expression">The expression string</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.set_expression(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.get_expression()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.set_isAnimated(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.get_isAnimated()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.set_unitConversion(Autodesk.Maya.OpenMaya.MFnExpression+UnitConversion)">
      <param name="value">UnitConversion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnExpression.get_unitConversion()">
      <returns>Returns a UnitConversion.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnExpression.expression">
      <summary>
        <para>Gets the expression string for this expression node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The expression string</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the expression string for this expression node. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnExpression.isAnimated">
      <summary>
        <para>If this is <b>true</b>, then the expression will be evaluated whenever time changes, regardless of whether the other inputs have changed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it is <b>false</b> (the default) , then the expression will only be evaluated if one or more of the inputs change.</para>
        <para>Note, if 'time' or 'frame' are inputs, then the expression will act as if this was set to <b>true</b>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> expression will be evaluated whenever time changes </para>
                </item>
                <item>
                  <para>
                    <b>false</b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnExpression.unitConversion">
      <summary>
        <para>Get the unit conversion status for the expression node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unit conversion state for this node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the unit conversion options for the expression node. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion">
      <summary>
        <para>Unit conversion modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kAll">
      <summary>
        <para>Convert all units. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kNone">
      <summary>
        <para>Do not do any unit conversion. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kAngularOnly">
      <summary>
        <para>Only convert angular units. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion">
      <summary>
        <para>Unit conversion modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kAll">
      <summary>
        <para>Convert all units. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kNone">
      <summary>
        <para>Do not do any unit conversion. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnExpression.UnitConversion.kAngularOnly">
      <summary>
        <para>Only convert angular units. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnGenericAttribute">
      <summary>
        <para>Generic attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnGenericAttribute</ref> is a function set for attributes that can accept several types of data. A generic attribute is similar to a typed attribute (<ref>MFnTypedAttribute</ref>) except that it has a list of types that it considers valid.</para>
        <para>If the attribute will only take one type of data then it is more efficient to use one of the other attribute function sets such as <ref>MFnTypedAttribute</ref> or <ref>MFnNumericAttribute</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnGenericAttribute)">
      <param name="obj">MFnGenericAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kGenericAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnGenericAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.create(System.String,System.String)">
      <summary>
        <para>Creates a new generic attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>New attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="full">Long name of the attribute. </param>
      <param name="brief">Short name of the attribute. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.addDataAccept(Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Add a new connection type that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="newType">new type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.addNumericDataAccept(Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Add a new connection type that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="newType">new type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.addAccept(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Add a new connection type that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can be accepted.</para>
      </remarks>
      <param name="id">id of new type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.removeDataAccept(Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Remove one of the types that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="oldType">old type that is no longer accepted</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.removeNumericDataAccept(Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Remove one of the types that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="oldType">old type that is no longer accepted</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.removeAccept(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Remove one of the types that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can no longer be accepted.</para>
      </remarks>
      <param name="id">id of old type that is no longer accepted</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.addAccept(Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Add a new connection type that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can be accepted.</para>
      </remarks>
      <param name="newType">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.addAccept(Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Add a new connection type that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can be accepted.</para>
      </remarks>
      <param name="newType">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.removeAccept(Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Remove one of the types that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can no longer be accepted.</para>
      </remarks>
      <param name="oldType">Type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGenericAttribute.removeAccept(Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Remove one of the types that this attribute can accept. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method takes the type id (iff tag) of the data objects that can no longer be accepted.</para>
      </remarks>
      <param name="oldType">Type</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnGeometryData">
      <summary>
        <para>Geometry data function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the function set for geometry data.</para>
        <para>Geometry data adds matrix and grouping (set) information to regular data and is used to pass geometry types such as mesh, lattice, and NURBS shape data through DG connections.</para>
        <para>User defined geometry data types (<ref>MPxGeometryData</ref>) are also supported by this class.</para>
        <para>The matrix within geometry data is the matrix used to convert the object into local space. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.getCPtr(Autodesk.Maya.OpenMaya.MFnGeometryData)">
      <param name="obj">MFnGeometryData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kGeometryData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnGeometryData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.setMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Reset the matrix the the specified matrix and set the identity flag if the new matrix is the identity. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.getMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Get the matrix associated with the geometry data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.hasObjectGroup(System.UInt32)">
      <summary>
        <para>This method returns true if an object group with the given id is contained in the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True is there is an object group with the given id, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="id">group id. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.addObjectGroup(System.UInt32)">
      <summary>
        <para>This method adds an object group with the given id to the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.removeObjectGroup(System.UInt32)">
      <summary>
        <para>This method removes an object group with the given id from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.changeObjectGroupId(System.UInt32,System.UInt32)">
      <summary>
        <para>This method changes the id of the object group with the given id to the new id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
      <param name="arg1">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.objectGroup(System.UInt32)">
      <summary>
        <para>This method returns the id of the i'th object group contained by the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The id of the i'th object group</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index in the group array. </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.objectGroupType(System.UInt32)">
      <summary>
        <para>This method returns the type of the component that the object group with the given id contains. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of the specified object group component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">UInt32</param>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.objectGroupComponent(System.UInt32)">
      <summary>
        <para>This method returns a component which contains the members of the object group with the given id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A component containing the members of the specified object group</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">UInt32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.setObjectGroupComponent(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method sets the members of the object group with the given id to be only those in the given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
      <param name="arg1">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.addObjectGroupComponent(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds the members of the given component to the object group with the given id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
      <param name="arg1">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.removeObjectGroupComponent(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method removes the members of the given component from the object group with the given id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
      <param name="arg1">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.copyObjectGroups(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Copies the object groups from the given geometry data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="inGeom">the geometry data to be copied</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.get_matrixIsIdentity()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.get_matrixIsNotIdentity()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnGeometryData.get_objectGroupCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnGeometryData.matrixIsIdentity">
      <summary>
        <para>Return true if the matrix is the identity. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrix for the geometry is identity, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnGeometryData.matrixIsNotIdentity">
      <summary>
        <para>Return true if the matrix is different from identity. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the matrix for the geometry is NOT the identity, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnGeometryData.objectGroupCount">
      <summary>
        <para>This method returns the number of object groups contained by the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of object groups</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnIntArrayData">
      <summary>
        <para>int array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnIntArrayData</ref> allows the creation and manipulation of <ref>MIntArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MIntArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kIntArray when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnIntArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnIntArrayData)">
      <param name="obj">MFnIntArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.set_Item(System.UInt32,System.Int32)">
      <param name="index">UInt32</param>
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kIntArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnIntArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.set(System.Int32,System.UInt32)">
      <summary>
        <para>Set the integer element at the specified index of this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element </param>
      <param name="index">the index of the integer to extract</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.copyTo(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Copy all the integers in the instance into the given <ref>MIntArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.set(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set the integer element at the specified index of this array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.array()">
      <summary>
        <para>Return an <ref>MIntArray</ref> containing the integer array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MIntArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MIntArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MIntArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no ints. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.create(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no ints. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIntArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnIntArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnIntArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnIntArrayData.length">
      <summary>
        <para>Return the number of integers in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of integers in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnLatticeData">
      <summary>
        <para>Lattice Data dependency graph type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This simple function set is used to create lattice data objects that can be transmitted through the dependency graph. It can also be used to extract the lattice geometry from the data object.</para>
        <para>See <ref>MDataHandle</ref> and <ref>MDataBlock</ref> for more information about getting and setting data in the dependency graph. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.getCPtr(Autodesk.Maya.OpenMaya.MFnLatticeData)">
      <param name="obj">MFnLatticeData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLatticeData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLatticeData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.create()">
      <summary>
        <para>This method create a new lattice data object for use with the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A node's lattice attribute may be set with this object using <ref>MDataHandle</ref>.</para>
        <para>
          <section>
            <para>A handle to the new lattice data object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLatticeData.lattice()">
      <summary>
        <para>Returns the lattice geometry so that it may be modified using the <ref>MFnLattice</ref> function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is possible that the data object will be NULL, indicating that the data handle (<ref>MDataHandle</ref>) or plug (<ref>MPlug</ref>) that owns this data has not initialized it. In this case, the create method of this function set can be used to create a new data object that can be used to set the data handle or plug.</para>
        <para>
          <section>
            <para>A handle to the new lattice data object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnLayeredShader">
      <summary>
        <para>Manage Layered shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnLayeredShader</ref> facilitates creation and manipulation of dependency graph nodes representing layered shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.getCPtr(Autodesk.Maya.OpenMaya.MFnLayeredShader)">
      <param name="obj">MFnLayeredShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLayeredShader</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLayeredShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.create(System.Boolean)">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.create()">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.color(System.UInt32)">
      <summary>
        <para>Retrieves the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface color of the shader.</para>
        <para>
          <section>
            <para>The value of the "color" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element. </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.color()">
      <summary>
        <para>Retrieves the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface color of the shader.</para>
        <para>
          <section>
            <para>The value of the "color" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setColor(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Sets the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="col">Color. </param>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the value of the "color" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="col">Color. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.transparency(System.UInt32)">
      <summary>
        <para>Retrieves the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface transparency of the shader.</para>
        <para>
          <section>
            <para>The value of the "transparency" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element. </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.transparency()">
      <summary>
        <para>Retrieves the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface transparency of the shader.</para>
        <para>
          <section>
            <para>The value of the "transparency" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setTransparency(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Sets the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="transp">Value to which the attribute will be set. </param>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setTransparency(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the value of the "transparency" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="transp">Value to which the attribute will be set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.glowColor(System.UInt32)">
      <summary>
        <para>Retrieves the value of the "glowColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the ambient color of the shader.</para>
        <para>
          <section>
            <para>The value of the "glowColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element. </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.glowColor()">
      <summary>
        <para>Retrieves the value of the "glowColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the ambient color of the shader.</para>
        <para>
          <section>
            <para>The value of the "glowColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setGlowColor(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Sets the value of the "glowColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="glow_color">Color to which the attribute will be set. </param>
      <param name="lIndex">Index of the shader's entry in the inputs attribute array element.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.setGlowColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the value of the "glowColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="glow_color">Color to which the attribute will be set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.set_compositingFlag(System.Int16)">
      <param name="value">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.get_compositingFlag()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.set_hardwareColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.get_hardwareColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.set_hardwareShader(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLayeredShader.get_hardwareShader()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLayeredShader.compositingFlag">
      <summary>
        <para>Retrieves the value of the "compositingFlag" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "compositingFlag" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "compositingFlag" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLayeredShader.hardwareColor">
      <summary>
        <para>Retrieves the value of the "hardwareColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the color of the material that appears in shaded mode.</para>
        <para>
          <section>
            <para>The value of the "hardwareColor" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "hardwareColor" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnLayeredShader.hardwareShader">
      <summary>
        <para>Retrieves the value of the "hardwareShader" attribute of a layered shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "hardwareShader" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "hardwareShader" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnLightDataAttribute">
      <summary>
        <para>Light data attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Function object for LightData attributes. A LightData attribute describes a single light source, giving its direction and intensity, as well as specifying whether or not it contributes to the ambient, diffuse, and specular components of the shading model. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnLightDataAttribute)">
      <param name="obj">MFnLightDataAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kLightDataAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnLightDataAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a LightData attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created LightData attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> One of the specified child attribute pointers was NULL or was of the wrong type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <param name="direction">The 3Float child attribute that will represent the light direction </param>
      <param name="intensity">The 3Float child attibute that will represent the light intensity </param>
      <param name="ambient">The Boolean child attribute that specifies whether or not the light contributes to the ambient component of the shading model </param>
      <param name="diffuse">The Boolean child attribute that specifies whether or not the light contributes to the diffuse component of the shading model </param>
      <param name="specular">The Boolean child attribute that specifies whether or not the light contributes to the specular component of the shading model </param>
      <param name="shadowFraciton">MObject</param>
      <param name="preShadowIntensity">The float attribute that will represetnt the light intensity without shadow consideration </param>
      <param name="blindData">Attribute to hold the light's blind data. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.getDefault(System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Boolean&amp;,System.Boolean&amp;,System.Boolean&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Gets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully queried </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defDirectionX">returns the default x component of light direction </param>
      <param name="defDirectionY">returns the default y component of light direction </param>
      <param name="defDirectionZ">returns the default z component of light direction </param>
      <param name="defIntensityR">returns the default red component of light intensity </param>
      <param name="defIntensityG">returns the default green component of light intensity </param>
      <param name="defIntensityB">returns the default blue component of light intensity </param>
      <param name="defAmbient">returns the default ambient flag </param>
      <param name="defDiffuse">returns the default diffuse flag </param>
      <param name="defSpecular">returns the default specular flag </param>
      <param name="defShadowFraction">returns the default shadow fraction flag </param>
      <param name="defPreShadowIntensity">returns the default pre shadow intensity flag </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.setDefault(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Single,System.Single)">
      <summary>
        <para>Sets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defDirectionX">Default x component of light direction </param>
      <param name="defDirectionY">Default y component of light direction </param>
      <param name="defDirectionZ">Default z component of light direction </param>
      <param name="defIntensityR">Default red component of light intensity </param>
      <param name="defIntensityG">Default green component of light intensity </param>
      <param name="defIntensityB">Default blue component of light intensity </param>
      <param name="defAmbient">Default ambient flag </param>
      <param name="defDiffuse">Default diffuse flag </param>
      <param name="defSpecular">Default specular flag </param>
      <param name="defShadowFraction">Default shadow fraction flag </param>
      <param name="defPreShadowIntensity">Default pre shadow intensity flag </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnLightDataAttribute.child(System.UInt32)">
      <summary>
        <para>Gets a pointer to one of the child attributes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the desired child attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The child was successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The child was not successfully retrieved </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Specifies which child is desired: 0 = direction 1 = intensity 2 = ambient flag 3 = diffuse flag 4 = specular flag 5 = shadow fraction flag 6 = pre shadow intensity flag 7 = blind data flag</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMatrixAttribute">
      <summary>
        <para>Matrix attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Function object for matrix attributes. These attributes accept either a matrix of float values or double values depending on the type specified to the create method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnMatrixAttribute)">
      <param name="obj">MFnMatrixAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMatrixAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMatrixAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnMatrixAttribute+Type)">
      <summary>
        <para>Creates a matrix attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created Matrix attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> There is no more memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <param name="matrixType">Whether to create a matrix of floats or doubles </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.create(System.String,System.String)">
      <summary>
        <para>Creates a matrix attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created Matrix attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> There is no more memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.getDefault(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Gets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this for getting the default value of a double matrix attribute.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully queried </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def">returns the default matrix value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.getDefault(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>Gets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this for getting the default value of a double matrix attribute.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully queried </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def">returns the default matrix value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.setDefault(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Sets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this for setting the defaults of a double matrix attribute.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def">matrix value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.setDefault(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <summary>
        <para>Sets the default value for the attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this for setting the defaults of a double matrix attribute.</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The defaults were successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Function set does not have a valid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def">matrix value</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Type">
      <summary>
        <para>Matrix data type. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Type.kFloat">
      <summary>
        <para>Matrix of float values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Type.kDouble">
      <summary>
        <para>Matrix of double values. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMatrixAttribute.Type.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMatrixData">
      <summary>
        <para>Matrix function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnMatrixData</ref> allows the creation and manipulation of <ref>MMatrix</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces <ref>MMatrix</ref>, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kMatrix when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnMatrixData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.getCPtr(Autodesk.Maya.OpenMaya.MFnMatrixData)">
      <param name="obj">MFnMatrixData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMatrixData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMatrixData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.set(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Set this instance to hold a copy of the given transform matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successfull. </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="transformation">the MTransformationMatrix matrix to copy the data from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.set(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set this instance to hold a copy of the given transform matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successfull. </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="matrix">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it to the identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is not a transform matrix</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.create(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it to the identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is not a transform matrix</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MMatrix</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.create(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it to the identity matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is not a transform matrix</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MTransformationMatrix</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.get_isTransformation()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.get_transformation()">
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMatrixData.get_matrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMatrixData.isTransformation">
      <summary>
        <para>Determine if the matrix held in this instance is a transform matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the instance holds a transform matrix, false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMatrixData.transformation">
      <summary>
        <para>Return a copy of the transform matrix held in this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A copy of the <ref>MTransformationMatrix</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMatrixData.matrix">
      <summary>
        <para>Return a constant reference to the matrix held in this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A const reference to the <ref>MMatrix</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh">
      <summary>
        <para>Polygonal surface function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Note on Terminology: </b> The following terms are used interchangeably:</para>
        <para>
          <list type="bullet">
            <item>
              <para>mesh and object, </para>
            </item>
            <item>
              <para>polygon and face, </para>
            </item>
            <item>
              <para>object-relative indices and global/mesh-relative indices, </para>
            </item>
            <item>
              <para>face-relative indices and local indices</para>
            </item>
          </list>
          <b>object-relative indices </b> - they range between 0..(<ref>numVertices()</ref>-1)</para>
        <para>
          <b>face-relative indices </b> - they range between 0..(polygonVertexCount(faceId)-1)</para>
        <para>This function set provides access to polygonal meshes. Objects of type <ref>MFn::kMesh</ref>, <ref>MFn::kMeshData</ref>, and <ref>MFn::kMeshGeom</ref> are supported. <ref>MFn::kMesh</ref> objects are shapes in the DAG, <ref>MFn::kMeshGeom</ref> objects are the raw geometry that the shapes use, and <ref>MFn::kMeshData</ref> objects are the data that is passed through dependency graph connections.</para>
        <para>NOTE: If the function set has been initialized with a <ref>MFn::kMesh</ref> object then it must have geometry attached.</para>
        <para>
          <b>Mesh Construction</b> Meshes are created by specifying a vertex list, a list of vertex counts per-polygon, and a list of vertices that make up the polygons. Edge data is also maintained for the mesh and can be returned to the caller. The following lists are used by the create method to construct a mesh: <example>
** code example not available in .NET **
</example></para>
        <para>There are several cases in which the create method will alter the data passed in: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Texture Coordinates (UV's)</b> You can optionally specify texture (uv) coordinates. UV coordinates are 2-d coordinates used for mapping textures to the polygons of a mesh. All of the uv coordinates are stored in one or more named UV sets. The default mesh uv list stores uv coordinates in an array indexed from 0 to <ref>numUVs()</ref>-1. UV's are referenced on a per-polygon per-vertex basis, so for a polygon with 4 vertices there would be 4 uv's. The uv values for a polygon are set by specifying the index of the uv for each vertex of the polygon. This index is the uv's position in the master uv array. UV's are optional so polygons do not have to have uv values associated with them. There may be only 1 or 2 polygons in a mesh that have uv coordinates set, or all of the polygons may have uv's. UV's can also be shared so several different polygons may reference the same uv's. If you are creating a UV for the first time or changing the order of the UV then you need to set the UV using one of the setUV methods and then assign new indices using one of the assignUV methods. It is not necessary to call assignUV if editing the position of an existing UV.</para>
        <para>
          <b>Color per vertex</b> You can optionally specify color per vertex information using this class. It is possible to create and manipulate color per vertex information using the methods available. Many of the color per vertex methods have a default parameter: colorSet. If unspecified, the method will operate on the current color set.</para>
        <para>
          <b>Normals</b> Some of the Normals in Maya are now user-settable. If the vertex normals are not set or locked, they are computed by maya when the mesh changes. If set or locked, the normals remain frozen relative to the object, unless the user unlocks them. There are 3 types of normals for a mesh: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Blind Data</b>
          <ref>MFnMesh</ref> allows you to create Blind Data types, and to create and access mesh component level blind data, but not object level blind data. Object level data may be assigned through the polyBlindData command or the Blind Data Editor. However, object level blind data is just an ordinary compound dynamic attribute directly on the object. The parent attribute name is BlindDataNNNN where NNNN is the blind data typeID. e.g. if your typeId is 1001 your object will have a compound dynamic attr called BlindData1001.</para>
        <para>
          <b>Handling Components</b> There are also three iterator classes which provide more specific control over the vertices, edges, and polygons of a mesh and are useful when dealing with components. See <ref>MItMeshPolygon</ref>, <ref>MItMeshEdge</ref>, and <ref>MItMeshVertex</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numFaceVertices()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numUVsProperty()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numColorsProperty()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numNormals()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_autoUniformGridParams()">
      <returns>Returns a MMeshIsectAccelParams.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_globalIntersectionAcceleratorsInfo()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_invisibleFaces()">
      <returns>Returns a MUintArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numUVSets()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numColorSets()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.set_displayColors(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_displayColors()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.set_checkSamePointTwice(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_checkSamePointTwice()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set color for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="vertexList">The vertices to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set color for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="vertexList">The vertices to set it for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set color for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="vertexList">The vertices to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set colors for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="faceList">The faces to set it for </param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set colors for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="faceList">The faces to set it for </param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set it for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set colors for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="faceList">The faces to set it for </param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.removeFaceColors(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Remove previously set color these faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each face, the color will be unset for each vertex-face component in the face.</para>
      </remarks>
      <param name="faceList">The faces to remove color from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.removeVertexColors(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Remove color from these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to remove color from</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.removeFaceVertexColors(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Remove colors for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceList">The faces to remove color for </param>
      <param name="vertexList">The corresponding object-relative (mesh-relative/global) vertex indices to remove color for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexColors(Autodesk.Maya.OpenMaya.MColorArray,System.String,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get colors for all Vertices of the given colorSet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the colorSet is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If the defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some or all the faces for that vertex, an average of those verted/face values where the color has been set will be returned.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
      <param name="colorSet">Color set name </param>
      <param name="defaultUnsetColor">Default Unset color</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>Get colors for all Vertices of the given colorSet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the colorSet is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If the defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some or all the faces for that vertex, an average of those verted/face values where the color has been set will be returned.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
      <param name="colorSet">Color set name </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Get colors for all Vertices of the given colorSet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the colorSet is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If the defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some or all the faces for that vertex, an average of those verted/face values where the color has been set will be returned.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray,System.String,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get colors for all vertex/faces of the given color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the color set is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some but not all the faces for that vertex, the ones where the color has not been explicitly set will have (0,0,0). If a vertex has shared color, the same value will be set for all its vertes/faces.</para>
        <para>The colors are returned in face order: e.g. F0V0, F0V1.. F0Vn, F1V0, etc... Use the index returned by getFaceVertexColorIndex if you wish to index directly into the returned color array.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
      <param name="colorSet">Color set name </param>
      <param name="defaultUnsetColor">Default unset color</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>Get colors for all vertex/faces of the given color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the color set is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some but not all the faces for that vertex, the ones where the color has not been explicitly set will have (0,0,0). If a vertex has shared color, the same value will be set for all its vertes/faces.</para>
        <para>The colors are returned in face order: e.g. F0V0, F0V1.. F0Vn, F1V0, etc... Use the index returned by getFaceVertexColorIndex if you wish to index directly into the returned color array.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
      <param name="colorSet">Color set name </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Get colors for all vertex/faces of the given color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the color set is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some but not all the faces for that vertex, the ones where the color has not been explicitly set will have (0,0,0). If a vertex has shared color, the same value will be set for all its vertes/faces.</para>
        <para>The colors are returned in face order: e.g. F0V0, F0V1.. F0Vn, F1V0, etc... Use the index returned by getFaceVertexColorIndex if you wish to index directly into the returned color array.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="colors">Storage for the colors to be returned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexColorIndex(System.Int32,System.Int32,System.Int32&amp;,System.String)">
      <summary>
        <para>Get an index into the array returned by getFaceVertexColors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>So that you can index into the array directly, instead of walking it in face-vertex order.</para>
      </remarks>
      <param name="faceIndex">The face to look for </param>
      <param name="localVertexIndex">The face-relative (local) vertex id to look for </param>
      <param name="colorIndex">Storage for the color index to be returned. </param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexColorIndex(System.Int32,System.Int32,System.Int32&amp;)">
      <summary>
        <para>Get an index into the array returned by getFaceVertexColors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>So that you can index into the array directly, instead of walking it in face-vertex order.</para>
      </remarks>
      <param name="faceIndex">The face to look for </param>
      <param name="localVertexIndex">The face-relative (local) vertex id to look for </param>
      <param name="colorIndex">Storage for the color index to be returned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>Sets all of the colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color array must be at least as large as the current color set size. You can determine the color set size by calling <ref>numColors()</ref> for the default color set, or numColors(colorSet) for a named color set.</para>
        <para>If the array is larger than the color set size, then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>After using this method to set the color values, you can call assignColors to assign the corresponding color ids to the geometry.</para>
        <para>In order to shrink the color array, do the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MFnMesh::clearColors()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::setColors</ref>( ... ) </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::assignColors()</ref>
              </para>
            </item>
          </list>
These steps will let you to create an array of colors which is smaller than the original one.</para>
      </remarks>
      <param name="colors">MColorArray</param>
      <param name="colorSet">The color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Sets all of the colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color array must be at least as large as the current color set size. You can determine the color set size by calling <ref>numColors()</ref> for the default color set, or numColors(colorSet) for a named color set.</para>
        <para>If the array is larger than the color set size, then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>After using this method to set the color values, you can call assignColors to assign the corresponding color ids to the geometry.</para>
        <para>In order to shrink the color array, do the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MFnMesh::clearColors()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::setColors</ref>( ... ) </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::assignColors()</ref>
              </para>
            </item>
          </list>
These steps will let you to create an array of colors which is smaller than the original one.</para>
      </remarks>
      <param name="colors">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColors(Autodesk.Maya.OpenMaya.MColorArray,System.String,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Sets all of the colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color array must be at least as large as the current color set size. You can determine the color set size by calling <ref>numColors()</ref> for the default color set, or numColors(colorSet) for a named color set.</para>
        <para>If the array is larger than the color set size, then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>After using this method to set the color values, you can call assignColors to assign the corresponding color ids to the geometry.</para>
        <para>In order to shrink the color array, do the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MFnMesh::clearColors()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::setColors</ref>( ... ) </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::assignColors()</ref>
              </para>
            </item>
          </list>
These steps will let you to create an array of colors which is smaller than the original one.</para>
      </remarks>
      <param name="colors">MColorArray</param>
      <param name="colorSet">The color set to work with</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSomeColors(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>Sets the specified colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the largest colorId in the array is larger than <ref>numColors()</ref> then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>If you have added new colorIds, you can call assignColors to assign the colorIds to the geometry. If you are modifying existing colors, they will already be referenced by the existing mesh data.</para>
      </remarks>
      <param name="colorIds">The array of colorIds to set values for </param>
      <param name="colors">MColorArray</param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSomeColors(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>Sets the specified colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the largest colorId in the array is larger than <ref>numColors()</ref> then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>If you have added new colorIds, you can call assignColors to assign the colorIds to the geometry. If you are modifying existing colors, they will already be referenced by the existing mesh data.</para>
      </remarks>
      <param name="colorIds">The array of colorIds to set values for </param>
      <param name="colors">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSomeColors(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MColorArray,System.String,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Sets the specified colors for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the largest colorId in the array is larger than <ref>numColors()</ref> then the color list for this mesh will be grown to accommodate the new color values.</para>
        <para>If you have added new colorIds, you can call assignColors to assign the colorIds to the geometry. If you are modifying existing colors, they will already be referenced by the existing mesh data.</para>
      </remarks>
      <param name="colorIds">The array of colorIds to set values for </param>
      <param name="colors">MColorArray</param>
      <param name="colorSet">Color set to work with</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColors(Autodesk.Maya.OpenMaya.MColorArray,System.String,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>This method copies the color array for this mesh into the given color array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the index returned by getColorIndex to access the array. If the color is not set for a vertex, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colors">MColorArray</param>
      <param name="colorSet">Color set to work with </param>
      <param name="defaultUnsetColor">Default unset color</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColors(Autodesk.Maya.OpenMaya.MColorArray,System.String)">
      <summary>
        <para>This method copies the color array for this mesh into the given color array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the index returned by getColorIndex to access the array. If the color is not set for a vertex, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colors">MColorArray</param>
      <param name="colorSet">Color set to work with </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColors(Autodesk.Maya.OpenMaya.MColorArray)">
      <summary>
        <para>This method copies the color array for this mesh into the given color array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the index returned by getColorIndex to access the array. If the color is not set for a vertex, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colors">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorIndex(System.Int32,System.Int32,System.Int32&amp;,System.String)">
      <summary>
        <para>Get an index into the array returned by getColors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face to look for </param>
      <param name="localVertexIndex">The face-relative (local) vertex id to look for </param>
      <param name="colorIndex">Storage for the color index to be returned. </param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorIndex(System.Int32,System.Int32,System.Int32&amp;)">
      <summary>
        <para>Get an index into the array returned by getColors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face to look for </param>
      <param name="localVertexIndex">The face-relative (local) vertex id to look for </param>
      <param name="colorIndex">Storage for the color index to be returned. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColor(System.Int32,Autodesk.Maya.OpenMaya.MColor,System.String)">
      <summary>
        <para>Sets the specified color values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be set. If the colorId is greater than or equal to <ref>numColors()</ref> then the color list will be grown to accommodate the specified color.</para>
      </remarks>
      <param name="colorId">The element in the color list to be set </param>
      <param name="color">The new color value that is to be set </param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColor(System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the specified color values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be set. If the colorId is greater than or equal to <ref>numColors()</ref> then the color list will be grown to accommodate the specified color.</para>
      </remarks>
      <param name="colorId">The element in the color list to be set </param>
      <param name="color">The new color value that is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setColor(System.Int32,Autodesk.Maya.OpenMaya.MColor,System.String,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Sets the specified color values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be set. If the colorId is greater than or equal to <ref>numColors()</ref> then the color list will be grown to accommodate the specified color.</para>
      </remarks>
      <param name="colorId">The element in the color list to be set </param>
      <param name="color">The new color value that is to be set </param>
      <param name="colorSet">Color set to work with</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColor(System.Int32,Autodesk.Maya.OpenMaya.MColor,System.String,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get the value of the specified texture coordinate from this mesh's color list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be retrieved. If the color is not set, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colorId">The element in the color list to examine </param>
      <param name="color">Storage for the color value </param>
      <param name="colorSet">Color set to work with </param>
      <param name="defaultUnsetColor">default unset color</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColor(System.Int32,Autodesk.Maya.OpenMaya.MColor,System.String)">
      <summary>
        <para>Get the value of the specified texture coordinate from this mesh's color list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be retrieved. If the color is not set, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colorId">The element in the color list to examine </param>
      <param name="color">Storage for the color value </param>
      <param name="colorSet">Color set to work with </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColor(System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get the value of the specified texture coordinate from this mesh's color list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The colorId is the element in the color list that will be retrieved. If the color is not set, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.</para>
      </remarks>
      <param name="colorId">The element in the color list to examine </param>
      <param name="color">Storage for the color value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignColor(System.Int32,System.Int32,System.Int32,System.String)">
      <summary>
        <para>Maps a color value to a specified vertex of a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since color (vertex data) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the color entry is mapped to.</para>
        <para>The vertexIndex (face-relative/local) is the vertex within the polygon that the color will be mapped to. This index must be in the range 0 to polygonVertexCount(polygonId).</para>
      </remarks>
      <param name="polygonId">The polygon (face) to map to </param>
      <param name="vertexIndex">The face-relative (local) vertex id of the polygon to map to </param>
      <param name="colorId">The color entry from the color list that will be mapped </param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignColor(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Maps a color value to a specified vertex of a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since color (vertex data) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the color entry is mapped to.</para>
        <para>The vertexIndex (face-relative/local) is the vertex within the polygon that the color will be mapped to. This index must be in the range 0 to polygonVertexCount(polygonId).</para>
      </remarks>
      <param name="polygonId">The polygon (face) to map to </param>
      <param name="vertexIndex">The face-relative (local) vertex id of the polygon to map to </param>
      <param name="colorId">The color entry from the color list that will be mapped </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignColors(Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>This method maps all colors for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The setColor/setColors method is used to create a color table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setColor/setColors method should be called before the assignColors method.</para>
        <para>The colorIds array should contain the color indices that will be mapped to each polygon-vertex in the mesh. The entries in this array specify which colors in the mesh's color table are mapped to each polygon-vertex. Each entry in the colorIds array must be less than <ref>numColors()</ref>, or numColors(colorSet) for a named colorSet. The size of the colorIds array is equivalent to the number of polygon-vertices, so for a cube with all polygons mapped there would be 24 entries.</para>
      </remarks>
      <param name="colorIds">The color indices to be mapped to each polygon-vertex </param>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignColors(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method maps all colors for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The setColor/setColors method is used to create a color table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setColor/setColors method should be called before the assignColors method.</para>
        <para>The colorIds array should contain the color indices that will be mapped to each polygon-vertex in the mesh. The entries in this array specify which colors in the mesh's color table are mapped to each polygon-vertex. Each entry in the colorIds array must be less than <ref>numColors()</ref>, or numColors(colorSet) for a named colorSet. The size of the colorIds array is equivalent to the number of polygon-vertices, so for a cube with all polygons mapped there would be 24 entries.</para>
      </remarks>
      <param name="colorIds">The color indices to be mapped to each polygon-vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearColors(System.String)">
      <summary>
        <para>This method clears out all color for the mesh, and leaves behind an empty color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if it is needed to shrink the actual size of the color table. In this case, the user should call clearColors, setColors and then assignColors to rebuild the color mapping info.</para>
        <para>When called on a dataMesh, the colors are removed. When called on a shape with no history, the colors are removed and the attributes are set on the shape. When called on a shape with history, the polyColorDel command is invoked and a polyColorDel node is created.</para>
      </remarks>
      <param name="colorSet">Color set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearColors()">
      <summary>
        <para>This method clears out all color for the mesh, and leaves behind an empty color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if it is needed to shrink the actual size of the color table. In this case, the user should call clearColors, setColors and then assignColors to rebuild the color mapping info.</para>
        <para>When called on a dataMesh, the colors are removed. When called on a shape with no history, the colors are removed and the attributes are set on the shape. When called on a shape with history, the polyColorDel command is invoked and a polyColorDel node is created.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getHoles(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Retrieves a list of the holes in the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of holes in the mesh.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="holeInfoArray">Receives an array of integer triples, one for each hole in the mesh. The first element in each triple represents the index of the holed face. The next two elements represent the number of vertices in the hole and the hole's start index in list of hole vertices in holeVertexArray, respectively. For example, if holeInfoArray = [ 0, 3, 0, 1, 4, 3 ], then this means that face 0 contains a 3-vertex hole whose vertex indices are stored in elements 0, 1, 2 of holeVertexArray, and face 1 contains a 4-vertex hole whose vertex indices are stored in elements 3, 4, 5, 6 of holeVertexArray. </param>
      <param name="holeVertexArray">Receives an array consisting of the vertex indices of every hole in the mesh. The third element of each triple in holeInfoArray is the index of the start of a particular hole's vertex list in this array. </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.onBoundary(System.Int32)">
      <summary>
        <para>A method to determines whether the specified face in the mesh is a boundary face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true If the specified edge is on the border of the object. </para>
                </item>
                <item>
                  <para>false If the specified edge is not on the boundary of the object.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid polygonId was specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polygonId">The polygon (face) to examine </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isBlindDataTypeUsed(System.Int32)">
      <summary>
        <para>Is this BlindData type id is already in use in this scene? </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: Id in use, false: id not in use</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="blindDataId">The blind data id to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createBlindDataType(System.Int32,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Create a new blind data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type id is already in use, this method will fail. Format names must be one of "int" "float" "double" "boolean" "string" "binary".</para>
      </remarks>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="longNames">Attribute long names </param>
      <param name="shortNames">Attribute short names </param>
      <param name="formatNames">Names of the data types.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindDataComponentId(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32)">
      <summary>
        <para>Does this component have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">The component to check for blind data om When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32)">
      <summary>
        <para>Returns true if any component of the given type on this mesh have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindDataComponentId(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Does this component have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">The component to check for blind data om When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindData(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Returns true if any component of the given type on this mesh have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBlindDataTypes(Autodesk.Maya.OpenMaya.MFn+Type,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the list of blind data ID's associated with the given component type on this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(e.g. all blind data ID's present on vertex compontents)</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataIds">space for this list of blind data id values.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBlindDataAttrNames(System.Int32,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the blind data attribute names and types for the specified blind data type id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Format names will be one of "int" "float" "double" "boolean" "string" "binary".</para>
      </remarks>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="longNames">Space for the attribute long names </param>
      <param name="shortNames">Space for the attribute short names </param>
      <param name="formatNames">Space for the data format names</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBlindDataIndex(System.Int32,System.Int32,System.Int32&amp;)">
      <summary>
        <para>Get the single index to retrieve face-vertex blind data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face index to look for </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="blindDataIndex">The component index for face vertex blind data storage to be returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBlindDataFaceVertexIndices(System.Int32,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the face and vertex indices from the face-vertex blind data index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="blindDataIndex">The component index for face vertex blind data storage to decompose </param>
      <param name="faceIndex">The corresponding face index to be returned </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index to be returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getIntBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Int32&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">The component to get for blind data on. When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getIntBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">MIntArray</param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFloatBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Single&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">The component to get for blind data on When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFloatBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">MIntArray</param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getDoubleBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Double&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">The component to get for blind data on When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getDoubleBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">MIntArray</param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBoolBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Boolean&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">The component to get for blind data on When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBoolBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">MIntArray</param>
      <param name="data">Space for the data item</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.stringBlindDataComponentId(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
        <para>
          <section>
            <para>Blind data.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">The component to get for blind data on When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getStringBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute for all components of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">Space for the component indexes of the items When compType = MFn::kMeshFaceVertComponent then the elements of compIDs must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="data">Space for the data items (note that we return the bool data as an MIntArray since we don't have a convenient bool array type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.binaryBlindDataComponentId(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute of the specified component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
        <para>
          <section>
            <para>The data item.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">The component to get for blind data on When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBinaryBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute for all components of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="compIDs">Space for the component indexes of the items When compType = MFn::kMeshFaceVertComponent then the elements of compIDs must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="data">Space for the data items (note that we return the bool data as an MIntArray since we don't have a convenient bool array type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setIntBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Int32)">
      <summary>
        <para>Set a value for an integer blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setIntBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Int32)">
      <summary>
        <para>Set a value for an integer blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setIntBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set a value for an integer blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFloatBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Single)">
      <summary>
        <para>Set a value for a float blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFloatBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Single)">
      <summary>
        <para>Set a value for a float blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFloatBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Set a value for a float blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setDoubleBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Double)">
      <summary>
        <para>Set a value for a double blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setDoubleBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Double)">
      <summary>
        <para>Set a value for a double blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setDoubleBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Set a value for a double blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBoolBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Boolean)">
      <summary>
        <para>Set a value for a boolean blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBoolBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.Boolean)">
      <summary>
        <para>Set a value for a boolean blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBoolBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set a value for a boolean blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setStringBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String)">
      <summary>
        <para>Set a value for a string blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setStringBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String)">
      <summary>
        <para>Set a value for a string blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setStringBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Set a value for a string blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBinaryBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String)">
      <summary>
        <para>Set a value for a binary blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value as an MString. Note that the physical size must be set explicitly for binary data.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBinaryBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String)">
      <summary>
        <para>Set a value for a binary blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value as an MString. Note that the physical size must be set explicitly for binary data.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBinaryBlindData(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Set a value for a binary blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compIDs">MIntArray</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value as an MString. Note that the physical size must be set explicitly for binary data.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setBinaryBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String,System.Int32)">
      <summary>
        <para>Set a value for a binary blind data attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to set the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The desired id for the new blind data type </param>
      <param name="attrName">Attribute name </param>
      <param name="data">Attribute value as an MString. Note that the physical size must be set explicitly for binary data.</param>
      <param name="length">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String)">
      <summary>
        <para>Delete a value for a binary blind data attribute on a particular componenr. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to clear the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The id for the blind data to be cleared </param>
      <param name="attrName">Attribute name</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String)">
      <summary>
        <para>Delete a value for a binary blind data attribute on a particular componenr. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The id for the blind data to be cleared </param>
      <param name="attrName">Attribute name</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearBlindData(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Delete a value for a binary blind data attribute on a particular componenr. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32)">
      <summary>
        <para>Delete a value for a binary blind data attribute on a particular componenr. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compID">The component to clear the blind data for When compType = MFn::kMeshFaceVertComponent then compID must be obtained by calling MFnMesh::getFaceVertexBlindDataIndex(faceIndex,vertexIndex) </param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The id for the blind data to be cleared </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearBlindData(Autodesk.Maya.OpenMaya.MFn+Type,System.Int32)">
      <summary>
        <para>Delete a value for a binary blind data attribute on a particular componenr. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The id for the blind data to be cleared </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.componentTypeName(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Get a string representing a particular component type </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>String representing the component type, empty string if invalid</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The component type was not recognized. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">The type of component to fetch </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.componentTypeFromName(System.String)">
      <summary>
        <para>Get a component type from its string name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MFn::kInvalid</ref>
                    </b> The method failed to match the type. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFn::kMeshEdgeComponent</ref>
                    </b> The component type is 'edge'. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFn::kMeshPolygonComponent</ref>
                    </b> The component type is 'face'. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFn::kMeshVertComponent</ref>
                    </b> The component type is 'vertex'. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFn::kMeshFaceVertComponent</ref>
                    </b> The component type is 'faceVertex'. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="assocName">String representing the component type</param>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCheckSamePointTwice()">
      <summary>
        <para>This method allows the turning on or off of duplicate point checking when polygons are created or added using this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Checking for duplicates, is the default state.</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createInPlace(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Replaces the existing polygonal mesh with a new one specified by array of vertices and polygon connection information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function will then operate on the replacement surface.</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>If the functionset is operating on a mesh node with construction history, this method will fail as the node will continue to get its geometry from its history connection. To use this method you must first break the history connection.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred or mesh has history. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 }</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copyInPlace(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates copies the given source mesh onto the current surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the copy this function set continues operate on the original mesh.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Source object was not one of kMeshGeom, kMeshData, kMesh; or dataMesh or underlying geometry was null </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the mesh to be copied</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.polyTriangulate(System.Single[],System.UInt32,System.UInt32,System.UInt32,System.Boolean,System.Single[],System.UInt16[],System.Int32&amp;)">
      <summary>
        <para>Triangulates a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The polygon consists of 2D positions with optional 3D normals and holes. These 2D positions can be in any coordinate system. 3D positions can be projected to a 2D plane by its face normal. 3D normals are references to help triangulation. This function can work without normals but normals can improve the quality. This function works with pointers and is more efficient than the other variant.</para>
      </remarks>
      <param name="pointsAndHoles">Array of 2D positions and hole description. The array contains 2D positions (x,y) followed by the hole offsets. For example, if pointsAndHoles = [x1, y1, x2, y2, ..., x9, y9, o1, o1, o2, o2], then this means that (x1, y1) ~ (x9, y9) are positions, o1 is the offset for the first loop and o2 is the offset for the second loop. </param>
      <param name="pointsCount">The number of 2D positions in pointsAndHoles </param>
      <param name="outerPointsCount">The number of outer (non-hole) 2D positions in pointsAndHoles </param>
      <param name="holesCount">The number of holes in pointsAndHoles </param>
      <param name="considerNormal">If true then normals are considered during triangulation </param>
      <param name="normals">Array of 3D normals. If considerNormal is false, this array can be NULL. If considerNormal is true, then there must be one normal per point. </param>
      <param name="triangles">Array of triangle indices into pointsAndHoles array. The size of this array is trianglesCount * 3 </param>
      <param name="trianglesCount">The number of triangles written in triangles array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.polyTriangulate(Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.UInt32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Triangulates a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The polygon consists of 2D positions with optional 3D normals and holes. These 2D positions can be in any coordinate system. 3D positions can be projected to a 2D plane by its face normal. 3D normals are references to help triangulation. This function can work without normals but normals can improve the quality. This function works with pointers and is more efficient than the other variant.</para>
      </remarks>
      <param name="points">MFloatPointArray</param>
      <param name="holes">MIntArray</param>
      <param name="outerPointsCount">The number of outer (non-hole) 2D positions in pointsAndHoles </param>
      <param name="normals">Array of 3D normals. If considerNormal is false, this array can be NULL. If considerNormal is true, then there must be one normal per point. </param>
      <param name="triangles">Array of triangle indices into pointsAndHoles array. The size of this array is trianglesCount * 3 </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Double,System.Boolean,System.Double,System.Boolean,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="polyTolerance">Double</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <param name="forceGeometry">Boolean</param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Double,System.Boolean,System.Double,System.Boolean)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="polyTolerance">Double</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <param name="forceGeometry">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Double,System.Boolean,System.Double)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="polyTolerance">Double</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Double,System.Boolean)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="polyTolerance">Double</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Double)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="polyTolerance">Double</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Determines whether the given ray intersects this polygon and if so, returns the points of intersection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points of intersection will be in order of closest point to the raySource.</para>
        <para>If the polygonIds array is not NULL then it will contain the polygon id's that correspond to the points of intersection.</para>
        <para>The tolerance parameter is the epsilon value that will be used in the point-in-polygon calculation.</para>
        <para>This method is not threadsafe when invoked by multiple threads on the same object at the same time. It is threadsafe as long as each thread operates on a different mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects this polygon </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this polygon</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="points">Storage for any points of intersection </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBlindDataAttrNames(System.Int32,Autodesk.Maya.OpenMaya.MStringArray,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the blind data attribute names and types for the specified blind data type id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Format names will be one of "int" "float" "double" "boolean" "string" "binary".</para>
      </remarks>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="longNames">Space for the attribute long names </param>
      <param name="shortNames">Space for the attribute short names </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32)">
      <summary>
        <para>Returns true if any component of the given type on this mesh have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">Int32</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Returns true if any component of the given type on this mesh have blind data with the given ID. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true: has the specified blind data, false: does not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compID">Int32</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty uv set for this mesh. If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createUVSetWithName()</ref></para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="instances">The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty uv set for this mesh. If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createUVSetWithName()</ref></para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSet(System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty uv set for this mesh. If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createUVSetWithName()</ref></para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSetDataMesh(System.String&amp;)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvSetName">String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copyUVSet(System.String,System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copies a uv set from one to another for this mesh. The source must exist. The following cases can occur:</para>
        <para>1) If the destination name is the same as the source than no copy will be made. 2) If the destination name exists a copy will be made to the destination. 3) If the destination name does not exist, then a new uv set will be created with a unique name, and then the copy will be made. The name generated will be "destinationName&gt;#", where "destinationName" is the original name sent in, and "#" is a ascending number appended to the end of the original name.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see the one which returns a string</para>
      </remarks>
      <param name="fromName">The name of the uv set to change </param>
      <param name="toName">The name to set the uv set to. May be modified to return the final name used in the case where a new name needs to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copyUVSet(System.String,System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Copies a uv set from one to another for this mesh. The source must exist. The following cases can occur:</para>
        <para>1) If the destination name is the same as the source than no copy will be made. 2) If the destination name exists a copy will be made to the destination. 3) If the destination name does not exist, then a new uv set will be created with a unique name, and then the copy will be made. The name generated will be "destinationName&gt;#", where "destinationName" is the original name sent in, and "#" is a ascending number appended to the end of the original name.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see the one which returns a string</para>
      </remarks>
      <param name="fromName">The name of the uv set to change </param>
      <param name="toName">The name to set the uv set to. May be modified to return the final name used in the case where a new name needs to be generated. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCurrentUVSetName(System.String&amp;,System.Int32)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the name of the "current" uv set. The "current" uv set is the uv set which is used for uv operations when no uv set is explcitly specified.</para>
        <para>If there is no current uv set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, uv sets may be applied on a per-instance basis or may be shared across all instances. When the uv sets are per-instance, the concept of the current uv set has two levels of granularity. Namely, the current uv set applies to one or more instances, plus there are other uv sets in the same uv set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance uv set, you are interested in the name of the uv set that applies to the specified instance. When the index is not specified, the current uv set will be returned regardless of which instance it is for.</para>
        <para>Note, the instance argument is only applicable on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see the one which returns a string.</para>
      </remarks>
      <param name="setName">Name of the "current" uv set, if any. </param>
      <param name="instance">Instance of the mesh whose set we are interested in, or kMFnMeshInstanceUnspecified for the set which is shared across all instances.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCurrentUVSetName(System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the name of the "current" uv set. The "current" uv set is the uv set which is used for uv operations when no uv set is explcitly specified.</para>
        <para>If there is no current uv set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, uv sets may be applied on a per-instance basis or may be shared across all instances. When the uv sets are per-instance, the concept of the current uv set has two levels of granularity. Namely, the current uv set applies to one or more instances, plus there are other uv sets in the same uv set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance uv set, you are interested in the name of the uv set that applies to the specified instance. When the index is not specified, the current uv set will be returned regardless of which instance it is for.</para>
        <para>Note, the instance argument is only applicable on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see the one which returns a string.</para>
      </remarks>
      <param name="setName">Name of the "current" uv set, if any. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty color set for this mesh. If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createColorSetWithName()</ref></para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="instances">The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty color set for this mesh. If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createColorSetWithName()</ref></para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSet(System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty color set for this mesh. If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createColorSetWithName()</ref></para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation,Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty color set for this mesh. If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createColorSetWithName()</ref></para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="clamped">Boolean</param>
      <param name="rep">MColorRepresentation</param>
      <param name="instances">The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSet(System.String&amp;,Autodesk.Maya.OpenMaya.MDGModifier,System.Boolean,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new empty color set for this mesh. If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>createColorSetWithName()</ref></para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. This name will be overwritten with a different name, if a new name needed to be generated. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="clamped">Boolean</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCurrentColorSetName(System.String&amp;,System.Int32)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the name of the "current" or "working" color set. The "current" color set is the color set which is used for color operations when no color set is explcitly specified.</para>
        <para>If there is no current color set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, color sets may be applied on a per-instance basis or may be shared across all instances. When the color sets are per-instance, the concept of the current color set has two levels of granularity. Namely, the current color set applies to one or more instances, plus there are other color sets in the same color set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance color set, you are interested in the name of the color set that applies to the specified instance. When the index is not specified, the current color set will be returned regardless of which instance it is for.</para>
        <para>Note, the instance argument is only applicable on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentColorSetName()</ref>.</para>
      </remarks>
      <param name="setName">Name of the "current" color set, if any. </param>
      <param name="instance">Instance of the mesh whose color set we are interested in, or kMFnMeshInstanceUnspecified for the color set which is shared across all instances.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCurrentColorSetName(System.String&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Get the name of the "current" or "working" color set. The "current" color set is the color set which is used for color operations when no color set is explcitly specified.</para>
        <para>If there is no current color set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, color sets may be applied on a per-instance basis or may be shared across all instances. When the color sets are per-instance, the concept of the current color set has two levels of granularity. Namely, the current color set applies to one or more instances, plus there are other color sets in the same color set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance color set, you are interested in the name of the color set that applies to the specified instance. When the index is not specified, the current color set will be returned regardless of which instance it is for.</para>
        <para>Note, the instance argument is only applicable on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. Please see <ref>currentColorSetName()</ref>.</para>
      </remarks>
      <param name="setName">Name of the "current" color set, if any. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getStringBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute for all components of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">Int32</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data items (note that we return the bool data as an MIntArray since we don't have a convenient bool array type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBinaryBlindData(System.Int32,Autodesk.Maya.OpenMaya.MFn+Type,System.Int32,System.String,System.String&amp;)">
      <summary>
        <para>Get the blind data value for the specified blind data attribute for all components of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the type of the attribute is not correct, this method will fail.</para>
      </remarks>
      <param name="compID">Int32</param>
      <param name="compType">The component type e.g. MFn::kMeshVertComponent</param>
      <param name="blindDataId">The blind data id to check for </param>
      <param name="attrName">The attribute name </param>
      <param name="data">Space for the data items (note that we return the bool data as an MIntArray since we don't have a convenient bool array type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.validateMetadata(System.String&amp;)">
      <param name="errors">output String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSetDataMesh(System.String&amp;)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorSetName">String&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numVertices()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numEdges()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_numPolygons()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormal(System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Return the normal at the given vertex. The returned normal is a single per-vertex normal, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) vertex index to get the normal for </param>
      <param name="normal">Storage for the per-vertex normal </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormal(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Return the normal at the given vertex. The returned normal is a single per-vertex normal, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) vertex index to get the normal for </param>
      <param name="normal">Storage for the per-vertex normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormal(System.Int32,System.Boolean,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Return the normal at the given vertex. The returned normal is a single per-vertex normal, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) vertex index to get the normal for </param>
      <param name="angleWeighted">Boolean</param>
      <param name="normal">Storage for the per-vertex normal </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormal(System.Int32,System.Boolean,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Return the normal at the given vertex. The returned normal is a single per-vertex normal, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) vertex index to get the normal for </param>
      <param name="angleWeighted">Boolean</param>
      <param name="normal">Storage for the per-vertex normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormals(System.Boolean,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all vertex normals. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned normals are per-vertex normals, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>If angleWeighted is set to true, the normals are computed by an average of surrounding face normals weighted by the angle subtended by the face at the vertex. If angleWeighted is set to false, a simple average of surround face normals is returned.</para>
        <para>The simple average evaluation is significantly faster than the angle-weighted average.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="angleWeighted">Defines algorithm used to compute normal </param>
      <param name="normals">Storage for the per-vertex normals </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertexNormals(System.Boolean,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return all vertex normals. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned normals are per-vertex normals, so unshared normals at a vertex will be averaged. See the class description for more information on normals.</para>
        <para>If angleWeighted is set to true, the normals are computed by an average of surrounding face normals weighted by the angle subtended by the face at the vertex. If angleWeighted is set to false, a simple average of surround face normals is returned.</para>
        <para>The simple average evaluation is significantly faster than the angle-weighted average.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="angleWeighted">Defines algorithm used to compute normal </param>
      <param name="normals">Storage for the per-vertex normals </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonNormal(System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the normal at the given polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned normal is a per-polygon normal. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to get the normal for </param>
      <param name="normal">Storage for the per-polygon normal </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonNormal(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the normal at the given polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned normal is a per-polygon normal. See the class description for more information on normals.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to get the normal for </param>
      <param name="normal">Storage for the per-polygon normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isNormalLocked(System.Int32)">
      <summary>
        <para>Test if the normal for a face/vertex pairs is locked (user defined). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the normal is locked. <b>false</b> if not locked.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="normalId">Normal to test. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.lockVertexNormals(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Lock Shared Normals for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexList">The object-relative (global) verticex ides to lock normals for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.lockFaceVertexNormals(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Lock Normals for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceList">The faces to lock normal in </param>
      <param name="vertexList">The corresponding object-relative (global) vertex indices to lock them for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.unlockVertexNormals(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Unlock Shared Normals for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexList">The vertices to unlock normals for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.unlockFaceVertexNormals(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Unlock Normals for these face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceList">The faces to unlock normal in </param>
      <param name="vertexList">The corresponding object-relative (global) vertex indices to unlock them for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTangentId(System.Int32,System.Int32)">
      <summary>
        <para>Return the tangent index for a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid face or vertex index. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceIndex">Index of the face of interest. </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index. </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTangents(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the tangent vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction defined by the uv map.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="uvSet">The uv map set to calculate the tangents against.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTangents(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the tangent vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction defined by the uv map.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTangents(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return the tangent vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tangent is defined as the surface tangent of the polygon running in the U direction defined by the uv map.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangent(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the normalized tangent vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest. </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index. </param>
      <param name="tangent">Storage for the tangent. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="uvSet">The uv map set to calculate the binormals aginst.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangent(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the normalized tangent vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest. </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index. </param>
      <param name="tangent">Storage for the tangent. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangent(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the normalized tangent vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest. </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index. </param>
      <param name="tangent">Storage for the tangent. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangents(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return all per-vertex-per-face tangents for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the tangents </param>
      <param name="tangents">Storage for the face tangents </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <param name="uvSet">The uv map set to calculate the tangents aginst.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangents(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all per-vertex-per-face tangents for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the tangents </param>
      <param name="tangents">Storage for the face tangents </param>
      <param name="space">Specifies the coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexTangents(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return all per-vertex-per-face tangents for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the tangents </param>
      <param name="tangents">Storage for the face tangents </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBinormals(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the binormal vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="uvSet">The uv map set to calculate the binormals aginst.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBinormals(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the binormal vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getBinormals(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return the binormal vectors for all face vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">MFloatVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormal(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the binormal vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="normal">MVector</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="uvSet">The uv map set to calculate the binormals aginst.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormal(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the binormal vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="normal">MVector</param>
      <param name="space">Specifies the coordinate system for this operation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormal(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return the binormal vector at a given face vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="normal">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormals(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return all per-vertex-per-face binormals for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the binormals </param>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <param name="uvSet">The uv map set to calculate the binormals aginst.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormals(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all per-vertex-per-face binormals for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the binormals </param>
      <param name="normals">MFloatVectorArray</param>
      <param name="space">Specifies the coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexBinormals(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return all per-vertex-per-face binormals for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the binormals </param>
      <param name="normals">MFloatVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isPolygonConvex(System.Int32)">
      <summary>
        <para>This method determines if the specified polygon is convex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The polygon is convex </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The edge is concave</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceIndex">The polygon to be tested </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getEdgeVertices(System.Int32,System.Int32[])">
      <summary>
        <para>This method retrieves the <b>object-relative (mesh-relative/global)</b> vertex indices corresponding to the specified edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The indices can be used to refer to the elements in the array returned by the 'getPoints' method.</para>
      </remarks>
      <param name="edgeId">The edge to get the vertices for </param>
      <param name="vertexList">Storage for the 2 object-relative vertex indices</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isEdgeSmooth(System.Int32)">
      <summary>
        <para>This method determines if the specified edge is smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The edge is smooth (soft) </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The edge is hard</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeId">The edge to be tested </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setEdgeSmoothing(System.Int32,System.Boolean)">
      <summary>
        <para>This method sets the specified edge to be hard or smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You must use the <b>cleanupEdgeSmoothing</b> method after all the desired edges on your mesh have had setEdgeSmoothing done. Use the <b>updateSurface</b> method to indicate the mesh needs to be redrawn.</para>
      </remarks>
      <param name="edgeId">The edge to set the smoothing information for </param>
      <param name="smooth">If true the edge will be smooth (soft), otherwise the edge will be hard.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setEdgeSmoothing(System.Int32)">
      <summary>
        <para>This method sets the specified edge to be hard or smooth (soft). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You must use the <b>cleanupEdgeSmoothing</b> method after all the desired edges on your mesh have had setEdgeSmoothing done. Use the <b>updateSurface</b> method to indicate the mesh needs to be redrawn.</para>
      </remarks>
      <param name="edgeId">The edge to set the smoothing information for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.cleanupEdgeSmoothing()">
      <summary>
        <para>This method updates the mesh after setEdgeSmoothing has been done. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be called only once, after all the desired edges have been had their soothing set. If you don't call this method, the normals may not be correct, and the object will look odd in shaded mode.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCreaseEdges(Autodesk.Maya.OpenMaya.MUintArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method returns the crease edges of the mesh, and also the crease data associated with those edges. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that to make effective use of the creasing variable in software outside of Maya may require a license under patents owned by Pixar(R).</para>
      </remarks>
      <param name="edgeIds">The list of crease edges ids. </param>
      <param name="creaseData">The data related to the crease edges.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCreaseEdges(Autodesk.Maya.OpenMaya.MUintArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method sets the specified edges of the mesh as crease edges. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that to make effective use of the creasing variable in software outside of Maya may require a license under patents owned by Pixar(R).</para>
      </remarks>
      <param name="edgeIds">The list of crease edges ids. </param>
      <param name="creaseData">The data related to the crease edges.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setInvisibleFaces(Autodesk.Maya.OpenMaya.MUintArray,System.Boolean)">
      <summary>
        <para>This method sets the specified faces of the mesh to be visible or invisible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the <ref>getInvisibleFaces()</ref> method for a description of invisible faces.</para>
      </remarks>
      <param name="faceIds">The list of face ids to be made visible/invisible. </param>
      <param name="makeVisible">If true the faces will be made visible. The default is false, which will make them invisible.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setInvisibleFaces(Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>This method sets the specified faces of the mesh to be visible or invisible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the <ref>getInvisibleFaces()</ref> method for a description of invisible faces.</para>
      </remarks>
      <param name="faceIds">The list of face ids to be made visible/invisible. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCreaseVertices(Autodesk.Maya.OpenMaya.MUintArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method returns the crease vertices of the mesh, and also the crease data associated with those vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that to make effective use of the creasing variable in software outside of Maya may require a license under patents owned by Pixar(R).</para>
      </remarks>
      <param name="vertexIds">The list of crease vertices ids. </param>
      <param name="creaseData">The data related to the crease vertices.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCreaseVertices(Autodesk.Maya.OpenMaya.MUintArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method sets the specified vertices of the mesh as crease vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that to make effective use of the creasing variable in software outside of Maya may require a license under patents owned by Pixar(R).</para>
      </remarks>
      <param name="vertexIds">The list of crease vertices ids. </param>
      <param name="creaseData">The data related to the crease vertices.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSetWithName(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>Create a new empty uv set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The name used for the UV set. May be different then the given name if a new name needed to be generated.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. If a new name needed to be generated then the new name will be returned by the function. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="instances">The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSetWithName(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Create a new empty uv set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The name used for the UV set. May be different then the given name if a new name needed to be generated.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. If a new name needed to be generated then the new name will be returned by the function. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSetWithName(System.String)">
      <summary>
        <para>Create a new empty uv set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "uvSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a uvset already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The name used for the UV set. May be different then the given name if a new name needed to be generated.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSetName">The name of the uv set to add. If a new name needed to be generated then the new name will be returned by the function. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createUVSetDataMeshWithName(System.String)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uvSetName">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copyUVSetWithName(System.String,System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Copies a uv set from one to another for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The source must exist. The following cases can occur:</para>
        <para>1) If the destination name is the same as the source than no copy will be made. 2) If the destination name exists a copy will be made to the destination. 3) If the destination name does not exist, then a new uv set will be created with a unique name, and then the copy will be made. The name generated will be "destinationName&gt;#", where "destinationName" is the original name sent in, and "#" is a ascending number appended to the end of the original name.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The name of the new UV set. May be different then the name passed in if a new name was generated.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fromName">The name of the uv set to change </param>
      <param name="toName">The name to set the uv set to. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copyUVSetWithName(System.String,System.String)">
      <summary>
        <para>Copies a uv set from one to another for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The source must exist. The following cases can occur:</para>
        <para>1) If the destination name is the same as the source than no copy will be made. 2) If the destination name exists a copy will be made to the destination. 3) If the destination name does not exist, then a new uv set will be created with a unique name, and then the copy will be made. The name generated will be "destinationName&gt;#", where "destinationName" is the original name sent in, and "#" is a ascending number appended to the end of the original name.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The name of the new UV set. May be different then the name passed in if a new name was generated.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fromName">The name of the uv set to change </param>
      <param name="toName">The name to set the uv set to. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.renameUVSet(System.String,System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Renames a uv set from one name to another for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The original name must exist, and the new name cannot be the same name as one that already exists. In these cases the uv set will not be renamed.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="origName">The name of the uv set to change </param>
      <param name="newName">The name to set the uv set to. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.renameUVSet(System.String,System.String)">
      <summary>
        <para>Renames a uv set from one name to another for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The original name must exist, and the new name cannot be the same name as one that already exists. In these cases the uv set will not be renamed.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="origName">The name of the uv set to change </param>
      <param name="newName">The name to set the uv set to. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteUVSet(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Deletes a named uv set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a uv set with the given name cannot be found, then no uv set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="setName">Name of the uv set to delete </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="currentSelection">Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteUVSet(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Deletes a named uv set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a uv set with the given name cannot be found, then no uv set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="setName">Name of the uv set to delete </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteUVSet(System.String)">
      <summary>
        <para>Deletes a named uv set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a uv set with the given name cannot be found, then no uv set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="setName">Name of the uv set to delete </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentUVSetName(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Set the "current" uv set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" uv set is the uv set to use when no uv set name is specified for a uv set operation. If the uv set does not exist then the "current" uv set will not be changed.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of uv set to make "current" </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="currentSelection">Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentUVSetName(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set the "current" uv set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" uv set is the uv set to use when no uv set name is specified for a uv set operation. If the uv set does not exist then the "current" uv set will not be changed.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of uv set to make "current" </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentUVSetName(System.String)">
      <summary>
        <para>Set the "current" uv set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" uv set is the uv set to use when no uv set name is specified for a uv set operation. If the uv set does not exist then the "current" uv set will not be changed.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of uv set to make "current" </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.currentUVSetName(System.Int32)">
      <summary>
        <para>Get the name of the "current" uv set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" uv set is the uv set which is used for uv operations when no uv set is explicitly specified.</para>
        <para>On instanced meshes, uv sets may be applied on a per-instance basis or may be shared across all instances. When the uv sets are per-instance, the concept of the current uv set has two levels of granularity. Namely, the current uv set applies to one or more instances, plus there are other uv sets in the same uv set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance uv set, you are interested in the name of the uv set that applies to the specified instance. When the index is not specified, the current uv set will be returned regardless of which instance it is for.</para>
        <para>If there is no current uv set, then a empty string will be returned on the string argument passed in.</para>
        <para>
          <section>
            <para>UV set name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">Instance of the mesh whose set we are interested in, or kMFnMeshInstanceUnspecified for the set which is shared across all instances.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.currentUVSetName()">
      <summary>
        <para>Get the name of the "current" uv set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" uv set is the uv set which is used for uv operations when no uv set is explicitly specified.</para>
        <para>On instanced meshes, uv sets may be applied on a per-instance basis or may be shared across all instances. When the uv sets are per-instance, the concept of the current uv set has two levels of granularity. Namely, the current uv set applies to one or more instances, plus there are other uv sets in the same uv set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance uv set, you are interested in the name of the uv set that applies to the specified instance. When the index is not specified, the current uv set will be returned regardless of which instance it is for.</para>
        <para>If there is no current uv set, then a empty string will be returned on the string argument passed in.</para>
        <para>
          <section>
            <para>UV set name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVSetNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of all of the uv sets on this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="setNames">Array of uv set names found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVSetFamilyNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of all of the uv set families on this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A uv set family is a set of per-instance sets with the same name with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family.</para>
        <para>Given a uv set family name, the method getUVSetsInFamily may be used to determine the names of the associated individual sets.</para>
      </remarks>
      <param name="familyNames">Array of uv set names found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVSetsInFamily(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of the uv sets that belong to this set family. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Per-instance sets will have multiple sets in a family, with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family and will share the same name as its family.</para>
      </remarks>
      <param name="familyName">The uv set family name </param>
      <param name="setNames">Array of uv set names in the family</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isUVSetPerInstance(System.String)">
      <summary>
        <para>Return true if this set is per-instance, and false if it is shared across all instances. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name provided may be an individual set name or a set family name.</para>
        <para>
          <section>
            <para>true if the set is per-instance</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">The set name or set family name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceUVSetNames(System.Int32,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method returns the list of UV sets mapped to a face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred or an internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polygonId">The polygon ID of the face of interest </param>
      <param name="setNames">The string array to return the UV sets names in</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getAssociatedUVSetTextures(System.String,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Get a list of texture nodes which are using a given uv set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the texture has a 2d texture placement, the texture, and not the placement will be returned.</para>
      </remarks>
      <param name="uvSetName">Name of uv set to use </param>
      <param name="textures">Texture nodes using the uv set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getAssociatedUVSetInstances(System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get a list of the instance numbers associated with this uv map. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the uv map is shared across all instances, an empty array will be returned.</para>
        <para>Note, this method may only be used on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
      </remarks>
      <param name="uvSetName">Name of uv set to use </param>
      <param name="instances">Instances associated with this uv set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.String)">
      <summary>
        <para>Sets all of the texture coordinates (uv's) for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv arrays must be of equal size and must be at least as large as the current UV set size. You can determine the UV set size by calling <ref>numUVs()</ref> for the default UV set, or numUVs(uvSet) for a named UV set.</para>
        <para>If the arrays are larger than the UV set size, then the uv list for this mesh will be grown to accommodate the new uv values.</para>
        <para>After using this method to set the UV values, you must call one of the assignUV methods to assign the corresponding UV ids to the geometry.</para>
        <para>In order to shrink the uvs array, do the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MFnMesh::clearUVs()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::setUVs</ref>( ... ) </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::assignUVs()</ref>
              </para>
            </item>
          </list>
These steps will let you to create an array of uvs which is smaller than the original one.</para>
      </remarks>
      <param name="uArray">The array of u values to be set </param>
      <param name="vArray">The array of v values to be set </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets all of the texture coordinates (uv's) for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv arrays must be of equal size and must be at least as large as the current UV set size. You can determine the UV set size by calling <ref>numUVs()</ref> for the default UV set, or numUVs(uvSet) for a named UV set.</para>
        <para>If the arrays are larger than the UV set size, then the uv list for this mesh will be grown to accommodate the new uv values.</para>
        <para>After using this method to set the UV values, you must call one of the assignUV methods to assign the corresponding UV ids to the geometry.</para>
        <para>In order to shrink the uvs array, do the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>MFnMesh::clearUVs()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::setUVs</ref>( ... ) </para>
            </item>
            <item>
              <para>
                <ref>MFnMesh::assignUVs()</ref>
              </para>
            </item>
          </list>
These steps will let you to create an array of uvs which is smaller than the original one.</para>
      </remarks>
      <param name="uArray">The array of u values to be set </param>
      <param name="vArray">The array of v values to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSomeUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.String)">
      <summary>
        <para>Sets the specified texture coordinates (UV's) for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv arrays and uvId array must be of equal size. If the largest uvId in the array is larger than <ref>numUVs()</ref> then the uv list for this mesh will be grown to accommodate the new uv values. If a named uv set is given, the array will be grown when the largest uvId is larger than numUVs(uvSet).</para>
        <para>If you have added new uvIds, you must call one of the assignUV methods to assign the uvIds to the geometry. If you are modifying existing UVs, you do not need to call one of the assignUV methods.</para>
      </remarks>
      <param name="uvIds">The array of uvIds to set values for </param>
      <param name="uArray">The array of u values to be set </param>
      <param name="vArray">The array of v values to be set </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSomeUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets the specified texture coordinates (UV's) for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv arrays and uvId array must be of equal size. If the largest uvId in the array is larger than <ref>numUVs()</ref> then the uv list for this mesh will be grown to accommodate the new uv values. If a named uv set is given, the array will be grown when the largest uvId is larger than numUVs(uvSet).</para>
        <para>If you have added new uvIds, you must call one of the assignUV methods to assign the uvIds to the geometry. If you are modifying existing UVs, you do not need to call one of the assignUV methods.</para>
      </remarks>
      <param name="uvIds">The array of uvIds to set values for </param>
      <param name="uArray">The array of u values to be set </param>
      <param name="vArray">The array of v values to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.String)">
      <summary>
        <para>This method copies the texture coordinate list for this mesh into the given uv arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uArray">Storage for the u texture coordinate list </param>
      <param name="vArray">Storage for the v texture coordinate list </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>This method copies the texture coordinate list for this mesh into the given uv arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="uArray">Storage for the u texture coordinate list </param>
      <param name="vArray">Storage for the v texture coordinate list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setUV(System.Int32,System.Single,System.Single,System.String)">
      <summary>
        <para>Sets the specified texture coordinate. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be set. If the uvId is greater than or equal to <ref>numUVs()</ref> then the uv list will be grown to accommodate the specified uv. If a named uv set is given, the largest uvId must be larger than numUVs(uvSet).</para>
        <para>If the UV being added is new, then you must call one of the assignUV methods in order to update the geometry.</para>
      </remarks>
      <param name="uvId">The element in the uv list to be set </param>
      <param name="u">The new u value that is to be set </param>
      <param name="v">The new v value that is to be set </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setUV(System.Int32,System.Single,System.Single)">
      <summary>
        <para>Sets the specified texture coordinate. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be set. If the uvId is greater than or equal to <ref>numUVs()</ref> then the uv list will be grown to accommodate the specified uv. If a named uv set is given, the largest uvId must be larger than numUVs(uvSet).</para>
        <para>If the UV being added is new, then you must call one of the assignUV methods in order to update the geometry.</para>
      </remarks>
      <param name="uvId">The element in the uv list to be set </param>
      <param name="u">The new u value that is to be set </param>
      <param name="v">The new v value that is to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUV(System.Int32,System.Single&amp;,System.Single&amp;,System.String)">
      <summary>
        <para>Get the value of the specified texture coordinate from this mesh's uv list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be retrieved.</para>
      </remarks>
      <param name="uvId">The element in the uv list to examine </param>
      <param name="u">Storage for the u value </param>
      <param name="v">Storage for the v value </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUV(System.Int32,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the value of the specified texture coordinate from this mesh's uv list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be retrieved.</para>
      </remarks>
      <param name="uvId">The element in the uv list to examine </param>
      <param name="u">Storage for the u value </param>
      <param name="v">Storage for the v value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPointAtUV(System.Int32,Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String,System.Single)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">Search for uv on this face </param>
      <param name="theClosestPoint">MPoint</param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system to return "toThisPoint" in </param>
      <param name="uvSet">UV set to work with </param>
      <param name="tolerance">tolerance value to compare float data type</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPointAtUV(System.Int32,Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">Search for uv on this face </param>
      <param name="theClosestPoint">MPoint</param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system to return "toThisPoint" in </param>
      <param name="uvSet">UV set to work with </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPointAtUV(System.Int32,Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">Search for uv on this face </param>
      <param name="theClosestPoint">MPoint</param>
      <param name="uvPoint">The UV value to try to locate </param>
      <param name="space">The coordinate system to return "toThisPoint" in </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPointAtUV(System.Int32,Autodesk.Maya.OpenMaya.MPoint,System.Single[])">
      <summary>
        <para>Return the position of the point at the given UV value in the current polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">Search for uv on this face </param>
      <param name="theClosestPoint">MPoint</param>
      <param name="uvPoint">The UV value to try to locate </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String,System.Int32&amp;)">
      <summary>
        <para>Find the point closet to the given point, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Space for the UV value </param>
      <param name="space">The coordinate system for this operation </param>
      <param name="uvSet">UV set to work with </param>
      <param name="closestPolygon">polygon id of the closest polygon</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space,System.String)">
      <summary>
        <para>Find the point closet to the given point, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Space for the UV value </param>
      <param name="space">The coordinate system for this operation </param>
      <param name="uvSet">UV set to work with </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Find the point closet to the given point, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Space for the UV value </param>
      <param name="space">The coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUVAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Single[])">
      <summary>
        <para>Find the point closet to the given point, and return the UV value at that point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="pt">The point to try to get UV for </param>
      <param name="uvPoint">Space for the UV value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonUV(System.Int32,System.Int32,System.Single&amp;,System.Single&amp;,System.String)">
      <summary>
        <para>Get the value of the specified texture coordinate for a vertex in a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uv's) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the u and v values are mapped to.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to examine </param>
      <param name="vertexIndex">The face-relative (local) vertex id to examine </param>
      <param name="u">Storage for the u value </param>
      <param name="v">Storage for the v value </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonUV(System.Int32,System.Int32,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the value of the specified texture coordinate for a vertex in a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uv's) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the u and v values are mapped to.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to examine </param>
      <param name="vertexIndex">The face-relative (local) vertex id to examine </param>
      <param name="u">Storage for the u value </param>
      <param name="v">Storage for the v value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonUVid(System.Int32,System.Int32,System.Int32&amp;,System.String)">
      <summary>
        <para>Get the id of the specified texture coordinate for a vertex in a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to examine </param>
      <param name="vertexIndex">The face-relative (local) vertex id to examine </param>
      <param name="uvId">Storage for the uv index </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonUVid(System.Int32,System.Int32,System.Int32&amp;)">
      <summary>
        <para>Get the id of the specified texture coordinate for a vertex in a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon (face) to examine </param>
      <param name="vertexIndex">The face-relative (local) vertex id to examine </param>
      <param name="uvId">Storage for the uv index </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignUV(System.Int32,System.Int32,System.Int32,System.String)">
      <summary>
        <para>Maps a texture coordinate to a specified vertex of a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uv's) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the uv entry is mapped to.</para>
        <para>The vertexIndex (face-relative/local) is the vertex within the polygon that the uv will be mapped to. This index must be in the range 0 to polygonVertexCount(polygonId).</para>
      </remarks>
      <param name="polygonId">The polygon (face) to map to </param>
      <param name="vertexIndex">The face-relative (local) vertex id of the polygon to map to </param>
      <param name="uvId">The uv entry from the uv list that will be mapped </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignUV(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Maps a texture coordinate to a specified vertex of a polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uv's) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the uv entry is mapped to.</para>
        <para>The vertexIndex (face-relative/local) is the vertex within the polygon that the uv will be mapped to. This index must be in the range 0 to polygonVertexCount(polygonId).</para>
      </remarks>
      <param name="polygonId">The polygon (face) to map to </param>
      <param name="vertexIndex">The face-relative (local) vertex id of the polygon to map to </param>
      <param name="uvId">The uv entry from the uv list that will be mapped </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>This method maps all texture coordinates for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The setUV/setUVs method is used to create the texture coordinate table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setUV/setUVs method should be called before the assignUVs method.</para>
        <para>The uvCounts array should contain the number of uv's per polygon. Since uv's are mapped per-polygon per-vertex, the entries in this array should match the vertex counts for each polygon in the mesh. For example, the array for a cube would be { 4, 4, 4, 4, 4, 4 } since there are 6 polygons each with 4 vertices.</para>
        <para>If an entry in this array is '0' then the corresponding polygon will not be mapped. The sum of all the entries in the uvCounts array must be equal to the size of the uvIds array or this method will fail.</para>
        <para>The uvIds array should contain the UV indices that will be mapped to each polygon-vertex in the mesh. The entries in this array specify which uv's in the mesh's uv table are mapped to each polygon-vertex. Each entry in the uvIds array must be less than <ref>numUVs()</ref>, or numUVs(uvSet) for a named uvSet. The size of the uvIds array is equivalent to adding up all of the entries in the uvCounts array, so for a cube with all polygons mapped there would be 24 entries.</para>
      </remarks>
      <param name="uvCounts">The uv counts for each polygon (face) in the mesh </param>
      <param name="uvIds">The uv indices to be mapped to each polygon-vertex </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.assignUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method maps all texture coordinates for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The setUV/setUVs method is used to create the texture coordinate table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setUV/setUVs method should be called before the assignUVs method.</para>
        <para>The uvCounts array should contain the number of uv's per polygon. Since uv's are mapped per-polygon per-vertex, the entries in this array should match the vertex counts for each polygon in the mesh. For example, the array for a cube would be { 4, 4, 4, 4, 4, 4 } since there are 6 polygons each with 4 vertices.</para>
        <para>If an entry in this array is '0' then the corresponding polygon will not be mapped. The sum of all the entries in the uvCounts array must be equal to the size of the uvIds array or this method will fail.</para>
        <para>The uvIds array should contain the UV indices that will be mapped to each polygon-vertex in the mesh. The entries in this array specify which uv's in the mesh's uv table are mapped to each polygon-vertex. Each entry in the uvIds array must be less than <ref>numUVs()</ref>, or numUVs(uvSet) for a named uvSet. The size of the uvIds array is equivalent to adding up all of the entries in the uvCounts array, so for a cube with all polygons mapped there would be 24 entries.</para>
      </remarks>
      <param name="uvCounts">The uv counts for each polygon (face) in the mesh </param>
      <param name="uvIds">The uv indices to be mapped to each polygon-vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearUVs(System.String)">
      <summary>
        <para>This method clears out all texture coordinates for the mesh, and leaves behind an empty UVset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if it is needed to shrink the actual size of the UV table. In this case, the user should call clearUVs, setUVs and then assignUVs to rebuild the mapping info.</para>
        <para>When called on a dataMesh, the UVs are removed. When called on a shape with no history, the UVs are removed and the attributes are set on the shape. When called on a shape with history, the polyMapDel command is invoked and a polyMapDel node is created.</para>
      </remarks>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearUVs()">
      <summary>
        <para>This method clears out all texture coordinates for the mesh, and leaves behind an empty UVset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if it is needed to shrink the actual size of the UV table. In this case, the user should call clearUVs, setUVs and then assignUVs to rebuild the mapping info.</para>
        <para>When called on a dataMesh, the UVs are removed. When called on a shape with no history, the UVs are removed and the attributes are set on the shape. When called on a shape with history, the polyMapDel command is invoked and a polyMapDel node is created.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getAssignedUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.String)">
      <summary>
        <para>Get assigned UVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method finds all texture coordinates for the mesh that have been mapped, and returns them in the same format as the assignUVs.</para>
        <para>The uvCounts array that is returned will contain the number of uv's per polygon. Since uv's are mapped per-polygon per-vertex, the entries in this array will match the vertex counts for each polygon in the mesh. For example, the array for a cube would be { 4, 4, 4, 4, 4, 4 } since there are 6 polygons each with 4 vertices.</para>
        <para>The uvIds array will contain the UV indices that are mapped to each polygon-vertex in the mesh. The entries in this array indicate which uv's in the mesh's uv table are mapped to each polygon-vertex. Each entry in the uvIds array will be less than <ref>numUVs()</ref>, or numUVs(uvSet) for a named uvSet. The size of the uvIds array is equivalent to adding up all of the entries in the uvCounts array, so for a cube with all polygons mapped there will be 24 entries.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="uvCounts">The container for the uv counts for each polygon in the mesh </param>
      <param name="uvIds">The container for the uv indices mapped to each polygon-vertex </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getAssignedUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get assigned UVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method finds all texture coordinates for the mesh that have been mapped, and returns them in the same format as the assignUVs.</para>
        <para>The uvCounts array that is returned will contain the number of uv's per polygon. Since uv's are mapped per-polygon per-vertex, the entries in this array will match the vertex counts for each polygon in the mesh. For example, the array for a cube would be { 4, 4, 4, 4, 4, 4 } since there are 6 polygons each with 4 vertices.</para>
        <para>The uvIds array will contain the UV indices that are mapped to each polygon-vertex in the mesh. The entries in this array indicate which uv's in the mesh's uv table are mapped to each polygon-vertex. Each entry in the uvIds array will be less than <ref>numUVs()</ref>, or numUVs(uvSet) for a named uvSet. The size of the uvIds array is equivalent to adding up all of the entries in the uvCounts array, so for a cube with all polygons mapped there will be 24 entries.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="uvCounts">The container for the uv counts for each polygon in the mesh </param>
      <param name="uvIds">The container for the uv indices mapped to each polygon-vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUvShellsIds(Autodesk.Maya.OpenMaya.MIntArray,System.UInt32&amp;,System.String)">
      <summary>
        <para>Constructs an array of unique integer for each UV shell. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method let the user identify each connected piece of UV.</para>
        <para>The uvShellIds array that is returned will contain a UV shell number for each UV in the given UV set. This number uniquely identifies a connected piece in the UV set. Numbers are positive, starting at 0.</para>
        <para>For example, the array { 0, 0, 0, 1, 1, 1, 1, 0} would represent an object where UVs 0, 1, 2 and 7 are connected together (UV shell number 0), and UVs 3 to 6 belong to shell number 1.</para>
      </remarks>
      <param name="uvShellIds">The container for the uv shell Ids </param>
      <param name="nbUvShells">The number of UV shells in this UV set. </param>
      <param name="uvSet">UV set to work with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getUvShellsIds(Autodesk.Maya.OpenMaya.MIntArray,System.UInt32&amp;)">
      <summary>
        <para>Constructs an array of unique integer for each UV shell. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method let the user identify each connected piece of UV.</para>
        <para>The uvShellIds array that is returned will contain a UV shell number for each UV in the given UV set. This number uniquely identifies a connected piece in the UV set. Numbers are positive, starting at 0.</para>
        <para>For example, the array { 0, 0, 0, 1, 1, 1, 1, 0} would represent an object where UVs 0, 1, 2 and 7 are connected together (UV shell number 0), and UVs 3 to 6 belong to shell number 1.</para>
      </remarks>
      <param name="uvShellIds">The container for the uv shell Ids </param>
      <param name="nbUvShells">The number of UV shells in this UV set. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSetWithName(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MUintArray)">
      <summary>
        <para>Create a new empty color set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The resulting name of the color set.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="instances">The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSetWithName(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Create a new empty color set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The resulting name of the color set.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.createColorSetWithName(System.String)">
      <summary>
        <para>Create a new empty color set for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name passed in is empty (zero length), or a color set with the same name already exists, then a new unique name is generated and used as the new color set's name.</para>
        <para>In the case where the name is empty, the new name will be of the format "colorSet#" where # is a number that makes the name unique for this mesh.</para>
        <para>In the case where a color set already exists with the same name as the name passed in, then the new name will be of the format "userName#", where "userName" was the name specified, and # is a number appended on to "userName" to make the name unique for this mesh.</para>
        <para>This operation will only work when the <ref>MFnMesh</ref> refers to a shape.</para>
        <para>
          <section>
            <para>The resulting name of the color set.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSetName">The name of the color set to add. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteColorSet(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Deletes a named color set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a color set with the given name cannot be found, then no color set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="colorSetName">Name of the color set to delete </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="currentSelection">Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteColorSet(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Deletes a named color set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a color set with the given name cannot be found, then no color set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="colorSetName">Name of the color set to delete </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteColorSet(System.String)">
      <summary>
        <para>Deletes a named color set from the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If a color set with the given name cannot be found, then no color set will be deleted.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> refers to a shape.</para>
      </remarks>
      <param name="colorSetName">Name of the color set to delete </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentColorSetName(System.String,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Set the "current" or "working" color set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" color set is the set to use by functions that do not have a specific color set defined.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of color set to make "current" </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
      <param name="currentSelection">Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentColorSetName(System.String,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set the "current" or "working" color set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" color set is the set to use by functions that do not have a specific color set defined.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of color set to make "current" </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setCurrentColorSetName(System.String)">
      <summary>
        <para>Set the "current" or "working" color set for this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" color set is the set to use by functions that do not have a specific color set defined.</para>
        <para>This operation only works when the <ref>MFnMesh</ref> is a shape.</para>
      </remarks>
      <param name="setName">Name of color set to make "current" </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.currentColorSetName(System.Int32)">
      <summary>
        <para>Get the name of the "current" or "working" color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" color set is the color set which is used for color operations when no color set is explcitly specified.</para>
        <para>If there is no current color set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, color sets may be applied on a per-instance basis or may be shared across all instances. When the color sets are per-instance, the concept of the current color set has two levels of granularity. Namely, the current color set applies to one or more instances, plus there are other color sets in the same color set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance color set, you are interested in the name of the color set that applies to the specified instance. When the index is not specified, the current color set will be returned regardless of which instance it is for.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Name of the "current" color set, if any.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="instance">Instance of the mesh whose set we are interested in, or kMFnMeshInstanceUnspecified for the set which is shared across all instances. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.currentColorSetName()">
      <summary>
        <para>Get the name of the "current" or "working" color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "current" color set is the color set which is used for color operations when no color set is explcitly specified.</para>
        <para>If there is no current color set, then a empty string will be returned on the string argument passed on.</para>
        <para>On instanced meshes, color sets may be applied on a per-instance basis or may be shared across all instances. When the color sets are per-instance, the concept of the current color set has two levels of granularity. Namely, the current color set applies to one or more instances, plus there are other color sets in the same color set family that apply to different instances. The instance arguement is used to indicate that if this is a per-instance color set, you are interested in the name of the color set that applies to the specified instance. When the index is not specified, the current color set will be returned regardless of which instance it is for.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Name of the "current" color set, if any.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorSetNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of all of the colors sets on this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="setNames">Array of color set names found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorSetFamilyNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of all of the color set families on this object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A color set family is a set of per-instance sets with the same name with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family.</para>
        <para>Given a color set family name, the method getColorSetsInFamily may be used to determine the names of the associated individual sets.</para>
      </remarks>
      <param name="familyNames">Array of color set names found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorSetsInFamily(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of the color sets that belong to this set family. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Per-instance sets will have multiple sets in a family, with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family and will share the same name as its family.</para>
      </remarks>
      <param name="familyName">The color set family name </param>
      <param name="setNames">Array of color set names in the family</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isColorSetPerInstance(System.String)">
      <summary>
        <para>Return true if this color set is per-instance, and false if it is shared across all instances. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name provided may be an individual set name or a set family name.</para>
        <para>
          <section>
            <para>true if the set is per-instance</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">The set name or set family name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getAssociatedColorSetInstances(System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get a list of the instance numbers associated with this color map. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the color map is shared across all instances, an empty array will be returned.</para>
        <para>Note, this method may only be used on an <ref>MFnMesh</ref> that is initialized using a mesh shape. It will return failure if used on an <ref>MFnMesh</ref> that has no associated shape.</para>
      </remarks>
      <param name="setName">String</param>
      <param name="instances">Instances associated with this color set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceColor(Autodesk.Maya.OpenMaya.MColor,System.Int32)">
      <summary>
        <para>Set vertex-face Color for all vertices on this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set vertex-face Color for all vertices on this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="index">Int32</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set color for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color is set for the vertex-face in each face that the vertex belongs to.</para>
        <para>NOTE: To change the colors of many vertices, it is more efficient to use the batch updating method <ref>setVertexColors()</ref> instead.</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="index">Int32</param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32)">
      <summary>
        <para>Set color for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color is set for the vertex-face in each face that the vertex belongs to.</para>
        <para>NOTE: To change the colors of many vertices, it is more efficient to use the batch updating method <ref>setVertexColors()</ref> instead.</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set color for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color is set for the vertex-face in each face that the vertex belongs to.</para>
        <para>NOTE: To change the colors of many vertices, it is more efficient to use the batch updating method <ref>setVertexColors()</ref> instead.</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="index">Int32</param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="faceIndex">The face to set it for </param>
      <param name="vertexIndex">The object-relative (mesh_relative/global) vertex index to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,System.Int32)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="faceIndex">The face to set it for </param>
      <param name="vertexIndex">The object-relative (mesh_relative/global) vertex index to set it for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(Autodesk.Maya.OpenMaya.MColor,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="color">The color to set </param>
      <param name="faceIndex">The face to set it for </param>
      <param name="vertexIndex">The object-relative (mesh_relative/global) vertex index to set it for </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face to set it for </param>
      <param name="localVertexIndex">Int32</param>
      <param name="color">The color to set </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face to set it for </param>
      <param name="localVertexIndex">Int32</param>
      <param name="color">The color to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexColor(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMaya.MDGModifier,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set color for this vertex in this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceIndex">The face to set it for </param>
      <param name="localVertexIndex">Int32</param>
      <param name="color">The color to set </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set color for these faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color will be set for each vertex-face component of a face.</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="faceList">The faces to set it for</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceColors(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFnMesh+MColorRepresentation)">
      <summary>
        <para>Set color for these faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color will be set for each vertex-face component of a face.</para>
      </remarks>
      <param name="colors">The colors to set </param>
      <param name="faceList">The faces to set it for</param>
      <param name="rep">MColorRepresentation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getCPtr(Autodesk.Maya.OpenMaya.MFnMesh)">
      <param name="obj">MFnMesh</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.get_metadata()">
      <returns>Returns a Associations.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMesh</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMesh". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="uArray">MFloatArray</param>
      <param name="vArray">MFloatArray</param>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="uArray">MFloatArray</param>
      <param name="vArray">MFloatArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="uArray">MFloatArray</param>
      <param name="vArray">MFloatArray</param>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.create(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Creates a new polygonal mesh given an array of vertices and polygon connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count; parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array. This should include all the vertices in the mesh, and no extras. For example, a cube could have the vertices: { (-1,-1,-1), (1,-1,-1), (1,-1,1), (-1,-1,1), (-1,1,-1), (-1,1,1), (1,1,1), (1,1,-1) } </param>
      <param name="polygonCounts">array of vertex counts for each polygon. For example the cube would have 6 faces, each of which had 4 verts, so the polygonCounts would be {4,4,4,4,4,4}. </param>
      <param name="polygonConnects">array of vertex connections for each polygon. For example, in the cube, we have 4 vertices for every face, so we list the vertices for face0, face1, etc consecutively in the array. These are specified by indexes in the vertexArray: e.g for the cube: { 0, 1, 2, 3, 4, 5, 6, 7, 3, 2, 6, 5, 0, 3, 5, 4, 0, 4, 7, 1, 1, 7, 6, 2 } </param>
      <param name="uArray">MFloatArray</param>
      <param name="vArray">MFloatArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.generateSmoothMesh(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MMeshSmoothOptions)">
      <summary>
        <para>Creates a new polygonal mesh using either the Smooth Mesh Preview attributes of this mesh or a set of options specified in an <ref>MMeshSmoothOptions</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unlike the <ref>MFnMesh::create</ref> functions, this function does not set this function set to operate on the new surface.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred, or the mesh has no geometry to smooth. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <param name="options">Set of options to use when generating the smoothed mesh </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.generateSmoothMesh(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new polygonal mesh using either the Smooth Mesh Preview attributes of this mesh or a set of options specified in an <ref>MMeshSmoothOptions</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unlike the <ref>MFnMesh::create</ref> functions, this function does not set this function set to operate on the new surface.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred, or the mesh has no geometry to smooth. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.generateSmoothMesh()">
      <summary>
        <para>Creates a new polygonal mesh using either the Smooth Mesh Preview attributes of this mesh or a set of options specified in an <ref>MMeshSmoothOptions</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Unlike the <ref>MFnMesh::create</ref> functions, this function does not set this function set to operate on the new surface.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred, or the mesh has no geometry to smooth. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getSmoothMeshDisplayOptions(Autodesk.Maya.OpenMaya.MMeshSmoothOptions)">
      <summary>
        <para>Retrieve the current display smoothing options for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="options">storge for the options</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setSmoothMeshDisplayOptions(Autodesk.Maya.OpenMaya.MMeshSmoothOptions)">
      <summary>
        <para>Sets the current display smoothing options for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="options">Options to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Boolean,System.Double,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Boolean,System.Double)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Boolean)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Int32&amp;,System.Boolean,System.Double,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Int32&amp;,System.Boolean,System.Double)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Int32&amp;,System.Boolean)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,System.Int32&amp;)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="faceIndex">output Int32&amp;</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Int32&amp;,System.Boolean,System.Double,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="loopCounts">MIntArray</param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Int32&amp;,System.Boolean,System.Double)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="loopCounts">MIntArray</param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Int32&amp;,System.Boolean)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="loopCounts">MIntArray</param>
      <param name="faceIndex">output Int32&amp;</param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addPolygon(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Int32&amp;)">
      <summary>
        <para>Adds a new polygon to this polygonal mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current geometry then a new polygonal mesh is created and parentOrOwner is used to specify the owner of the new surface. If parentOrOwner is NULL or a DAG parent is specified, then a new transform will be created in the DAG and returned. If the parentOrOwner is kMeshData then the new surface will become its data and the geometry will be returned.</para>
        <para>If we are adding to an existing polygonal mesh then parentOrOwner is ignored and the geometry is returned.</para>
        <para>
          <section>
            <para>The transform if one is created, otherwise the geometry.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexArray">array of ordered vertices that make up the polygon </param>
      <param name="loopCounts">MIntArray</param>
      <param name="faceIndex">output Int32&amp;</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addHoles(System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,System.Double)">
      <summary>
        <para>Adds holes to a mesh polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>loopCounts is an array of vertex counts. The first entry gives the count of vertices that make up the first hole to add to the polygon (using that many entries in vertexArray). The following entries in loopCounts give the count of vertices that make up each remaining hole, using the following entries in vertexArray.</para>
        <para>Therefore the sum of the entries of loopCounts should equal the total length of vertexArray.</para>
        <para>Note that holes should normally be specified with the opposite winding order to the exterior polygon.</para>
      </remarks>
      <param name="faceIndex">Index of the face to which to add holes. </param>
      <param name="vertexArray">Array of ordered vertices that make up the polygon. </param>
      <param name="loopCounts">Array of vertex loop counts. </param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
      <param name="pointTolerance">Specifies how close verticies have to be to before they are merged. This merging is only done if mergeVerticies is true.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addHoles(System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean)">
      <summary>
        <para>Adds holes to a mesh polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>loopCounts is an array of vertex counts. The first entry gives the count of vertices that make up the first hole to add to the polygon (using that many entries in vertexArray). The following entries in loopCounts give the count of vertices that make up each remaining hole, using the following entries in vertexArray.</para>
        <para>Therefore the sum of the entries of loopCounts should equal the total length of vertexArray.</para>
        <para>Note that holes should normally be specified with the opposite winding order to the exterior polygon.</para>
      </remarks>
      <param name="faceIndex">Index of the face to which to add holes. </param>
      <param name="vertexArray">Array of ordered vertices that make up the polygon. </param>
      <param name="loopCounts">Array of vertex loop counts. </param>
      <param name="mergeVertices">If true then if a vertex falls within pointTolerance of an existing vertex then the existing vertex is reused. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.addHoles(System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Adds holes to a mesh polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>loopCounts is an array of vertex counts. The first entry gives the count of vertices that make up the first hole to add to the polygon (using that many entries in vertexArray). The following entries in loopCounts give the count of vertices that make up each remaining hole, using the following entries in vertexArray.</para>
        <para>Therefore the sum of the entries of loopCounts should equal the total length of vertexArray.</para>
        <para>Note that holes should normally be specified with the opposite winding order to the exterior polygon.</para>
      </remarks>
      <param name="faceIndex">Index of the face to which to add holes. </param>
      <param name="vertexArray">Array of ordered vertices that make up the polygon. </param>
      <param name="loopCounts">Array of vertex loop counts. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteFace(System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Delete this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method will return failure if an attempt is made to delete the last polygonal face in the object.</para>
      </remarks>
      <param name="index">Int32</param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteFace(System.Int32)">
      <summary>
        <para>Delete this face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method will return failure if an attempt is made to delete the last polygonal face in the object.</para>
      </remarks>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteEdge(System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Delete this edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Int32</param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteEdge(System.Int32)">
      <summary>
        <para>Delete this edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteVertex(System.Int32,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Delete this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Int32</param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.deleteVertex(System.Int32)">
      <summary>
        <para>Delete this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.split(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <summary>
        <para>This function splits a set of edges and faces in a continuous manner. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The elements of the placements array must be elements of the SplitPlacement enumeration. For each SplitPlacement::kOnEdge element in the placements array, an equivalent edge ID and factor must be included in the edgeList and edgeFactors arrays. Similarly for SplitPlacement::kInternalPoint elements and the internalPoints array. The equivalent elements must be in the same order in all three arrays so that the first SplitPlacement::kOnEdge element in the placements array maps to the first elements in the edgeList and edgeFactors arrays. If one of the vertices cannot be created, the whole algorithm fails. The same edge cannot be split more than once.</para>
        <para>The split must also start and end on an edge. This means that the first and last elements in the placements array must be SplitPlacement::kOnEdge values. If the placements array does not start and end on an edge then the code will still succeed but the mesh will not be split.</para>
        <para>NOTE: the algorithm used by this method is the same as the polySplit command and has similar limitations.</para>
      </remarks>
      <param name="placements">array that contains elements of the SplitPlacement enumeration. They represent where to place the new vertices for the split. </param>
      <param name="edgeList">array of edge IDs to be split, in order of their appearance in the split. There must be as many elements in this array as there are SplitPlacement::kOnEdge elements in the placements array. </param>
      <param name="edgeFactors">array of factors in the range [0,1] that represent how far along each edge must the split be done. This array must have the same number of elements as the edgeList array. </param>
      <param name="internalPoints">array of positions for the vertices that will be added inside existing faces. There must be as many elements in this array as there are SplitPlacement::kInternalPoint elements in the placements array. This array can be empty. Internal points should be specified on the face between the previous edge id and the next edge id.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.subdivideFaces(Autodesk.Maya.OpenMaya.MIntArray,System.Int32)">
      <summary>
        <para>This function subdivides multiple faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method only accepts faces that are three of four-sided. The operation adds a vertex in the middle of each given face and connects it to the middle of every edge in the given face. This results in three or four new faces for each original face.</para>
      </remarks>
      <param name="faceList">array of face IDs to subdivide </param>
      <param name="divisionCount">number of subsequent subdivisions to do</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.subdivideEdges(Autodesk.Maya.OpenMaya.MIntArray,System.Int32)">
      <summary>
        <para>This function subdivides edges at regular intervals. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The divisionCount argument is the number of subdivisions per edges and represents the number of new vertices created on each edge.</para>
        <para>For example, a divisionCount of 2 will add a new vertex on every edge in the edgeList 33% along the edges and a new vertex at 67% along the edges.</para>
      </remarks>
      <param name="edgeList">array of edge component IDs to be subdivided </param>
      <param name="divisionCount">number of subsequent subdivisions to do</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.extrudeFaces(Autodesk.Maya.OpenMaya.MIntArray,System.Int32,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This function extrudes a set of faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting mesh will have extra parallelograms coming out of the edges of the given polygons going to the new extruded edges. The extrusionCount argument is the number of subsequent extrusions per polygon and represents the number of faces that will be created for each edge of the polygons in the list.</para>
      </remarks>
      <param name="faceList">array of face component IDs to be extruded </param>
      <param name="extrusionCount">number of subsequent extrusions to do </param>
      <param name="translation">translation vector to apply to the extruded elements. This is a world-space translation. Use NULL if not required. </param>
      <param name="extrudeTogether">sets whether the components should be extruded individually or together, as if one complex component was being extruded.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.extrudeEdges(Autodesk.Maya.OpenMaya.MIntArray,System.Int32,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This function extrudes edges. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting mesh will have extra parallelograms coming out of the given edges and going to the new extruded edges. The extrusionCount argument is the number of subsequent extrusions per edges and represents the number of polygons that will be created from each given edge to the extruded edges.</para>
      </remarks>
      <param name="edgeList">array of edge component IDs to be extruded </param>
      <param name="extrusionCount">number of subsequent extrusions to do </param>
      <param name="translation">translation vector to apply to the extruded elements. This is a world-space translation. Use NULL if not required. </param>
      <param name="extrudeTogether">sets whether the components should be extruded individually or together, as if one complex component was being extruded.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.duplicateFaces(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>This function duplicates a set of faces and detaches them from the rest of the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting mesh will contain one more independant piece of geometry.</para>
      </remarks>
      <param name="faceList">array of face component IDs to be duplicated </param>
      <param name="translation">translation vector to apply to the duplicated elements. This is a world-space translation. Use NULL if not required.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.extractFaces(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>This function detaches a set of faces from the mesh so that the resulting mesh will contain one more independant piece of geometry and leaves a hole where the faces use to be. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="faceList">array of face component IDs to be extracted </param>
      <param name="translation">translation vector to apply to the extracted elements. This is a world-space translation. Use NULL if not required.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.collapseFaces(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This function collapse faces into vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Non-adjacent faces will be collapsed individually so that each pieces of adjacent faces turn into one vertex.</para>
      </remarks>
      <param name="faceList">array of face component IDs to be collapsed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.collapseEdges(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This function collapse edges into vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The two vertices that create each given edge are replaced in turn by one vertex placed at the average of the two initial vertex.</para>
      </remarks>
      <param name="edgeList">array of edge component IDs to be collapsed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.polygonVertexCount(System.Int32)">
      <summary>
        <para>Returns the number of vertices for the specified polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of vertices for the specified polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid polygon index. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polygonId">The polygon index </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.numUVs(System.String)">
      <summary>
        <para>Returns the number of texture (uv) coordinates for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv's are stored in a list which is referenced by polygons requiring textures on a per-polygon per-vertex basis. This method returns the number of elements in this list.</para>
        <para>
          <section>
            <para>The number of texture coordinates</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvSet">String</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.numColors(System.String)">
      <summary>
        <para>Returns the number of (vertex) color for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color are stored in a list which is referenced by polygons requiring color on a per-polygon per-vertex basis. This method returns the number of elements in this list.</para>
        <para>
          <section>
            <para>The number of colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSet">String</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasColorChannels(System.String)">
      <summary>
        <para>This method returns if the color set has RGB components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The color set has RGB components </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The color set doesn't have RGB components</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSet">Color set to work with </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.hasAlphaChannels(System.String)">
      <summary>
        <para>This method returns true if the color set has Alpha component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The color set has Alpha component </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The color set doesn't have Alpha component</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSet">Color set to work with </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getColorRepresentation(System.String)">
      <summary>
        <para>This method returns the color representation (RGB/RGBA/A) of a color set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kAlpha</b> The color set contains only Alpha component </para>
                </item>
                <item>
                  <para>
                    <b>kRGB</b> The color set contains only RGB components </para>
                </item>
                <item>
                  <para>
                    <b>kRGBA</b> The color set contains RGBA components</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The color set doesn't exist </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSet">Color set to work with </param>
      <returns>Returns a MColorRepresentation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.isColorClamped(System.String)">
      <summary>
        <para>This method returns if the color set has its R,G,B,and A components clamped in the range from 0 to 1. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> All components in the color set are clamped </para>
                </item>
                <item>
                  <para>
                    <b>false</b> All components in the color set are not clamped</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="colorSet">Color set to work with </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setIsColorClamped(System.String,System.Boolean)">
      <summary>
        <para>Set the color set to be clamped. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="colorSet">Color set to work with </param>
      <param name="clamped">If the color set should be set clamped</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTriangles(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Returns the number of triangles for every polygon face and the vertex Ids of each triangle vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The triangleVertices array holds each vertex for each triangle in sequence, so it has three times as many elements as there are triangles. (i.e. three times the sum of the elements of the triangleCounts array)</para>
        <para>This method is not threadsafe.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="triangleCounts">The number of triangles for each polygon face </param>
      <param name="triangleVertices">The triangle vertex Ids for each triangle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getTriangleOffsets(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Returns the number of triangles for every polygon face and the offset into the vertex indices array for each triangle vertex (see <ref>getVertices()</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The triangleVertices array holds each vertex for each triangle in sequence, so it has three times as many elements as there are triangles. (i.e. three times the sum of the elements of the triangleCounts array)</para>
        <para>This method is not threadsafe.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="triangleCounts">The number of triangles for each polygon face </param>
      <param name="triangleIndices">The index array for each triangle in face vertex space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.booleanOp(Autodesk.Maya.OpenMaya.MFnMesh+BoolOperation,Autodesk.Maya.OpenMaya.MFnMesh,Autodesk.Maya.OpenMaya.MFnMesh)">
      <summary>
        <para>Computes the boolean between two meshes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is stored in the current <ref>MFnMesh</ref> instance. The current instance must point to a valid mesh, which can be empty. Such a mesh can result from using <ref>MFnMesh::create()</ref> for example.</para>
        <para>The union operation adds the two meshes together. The difference operation subtracts the second mesh from the first. The intersection operation takes only the parts of the two mesh volumes which overlap.</para>
        <para>The operation is performed in object space, so transformations applied by the DAG hierarchy are ignored. If you want transformations to be taken into account then you will have to first bake them onto the geometry, for example by using the <em>makeIdentity</em> command.</para>
      </remarks>
      <param name="op">Operation to perform (kUnion, kDifference or kIntersection) </param>
      <param name="mesh1">The first mesh in the boolean operation </param>
      <param name="mesh2">The second mesh in the boolean operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.uniformGridParams(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Creates a MMeshIsectAccelParams configuration object to pass to the methods <ref>MFnMesh::closestIntersection()</ref>, <ref>MFnMesh::anyIntersection()</ref>, or <ref>MFnMesh::allIntersections()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This object specifies that a uniform voxel grid structure should be used by the intersection routines to speed up their operation. This object specifies the number of voxel cells to be used in the x, y, and z dimensions. The grid acceleration structure will be cached with the mesh, so that if the same MMeshIsectAccelParams configuration is used on the next intersect call, the acceleration structure will not need to be rebuilt.</para>
        <para>To see details of the acceleration structure, including build time and memory usage, refer to the <ref>cachedIntersectionAcceleratorInfo()</ref> method.</para>
        <para>
          <section>
            <para>Intersection accelerator object. </para>
          </section>
        </para>
      </remarks>
      <param name="xDiv">Number of voxels in the x direction </param>
      <param name="yDiv">Number of voxels in the y direction </param>
      <param name="zDiv">Number of voxels in the z direction</param>
      <returns>Returns a MMeshIsectAccelParams.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.closestIntersection(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,Autodesk.Maya.OpenMaya.MFloatPoint,System.Single&amp;,System.Int32&amp;,System.Int32&amp;,System.Single&amp;,System.Single&amp;,System.Single)">
      <summary>
        <para>Finds the closest intersection of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>anyIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the closest intersection point to the raySource will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the closest intersection of the ray with the mesh is given by the value returned in hitPoint. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="hitPoint">receives the 3d coordinates of the closest intersection, in the space specified by the space parameter. </param>
      <param name="hitRayParam">if non-NULL, points to a value that will be filled in with the parametric distance along the ray to the hit point, if one was found. That is, hitPoint = raySource+(*hitRayParam)*rayDirection. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitFace">if non-NULL, points to a value that will be filled in with the face id of the hit point, if one was found. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitTriangle">if non-NULL, points to a value that will be filled in with the 0-based index of the triangle that was hit within the face given by *hitFace. If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary1">if non-NULL, points to a value that will be filled in with the first barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If v1, v2, and v3 are the vertices of that triangle, then the barycentric coordinates are such that hitPoint = (*hitBary1)*v1 + (*hitBary2)*v2 + (1-*hitBary1-*hitBary2)*v3; If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary2">if non-NULL, points to a value that will be filled in with the second barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If no hit was found, the referenced value will not be modified, </param>
      <param name="tolerance">numerical tolerance for the intersection operation. For numerical reasons, it is wise to allow the intersection routine to consider hits that lie a tiny bit outside mesh triangles. This parameter defines how close a ray has to be to hitting a triangle in order for a hit to register. Obviously, hits within the triangle are always considered, but we also consider hits that are up to a distance of tol*edgeLength away from the triangle, where "edgeLength" is the length of the edge of the triangle that is closest to the ray. This tolerance value is also used to collapse multiple nearly-identical hits that may arise due to numerical imprecision when a ray passes extremely close to a mesh vertex. Any two hits that are less than tol multiplied by the length of rayDirection apart will be considered the same hit, and treated interchangeably. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.closestIntersection(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,Autodesk.Maya.OpenMaya.MFloatPoint,System.Single&amp;,System.Int32&amp;,System.Int32&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Finds the closest intersection of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>anyIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the closest intersection point to the raySource will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the closest intersection of the ray with the mesh is given by the value returned in hitPoint. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="hitPoint">receives the 3d coordinates of the closest intersection, in the space specified by the space parameter. </param>
      <param name="hitRayParam">if non-NULL, points to a value that will be filled in with the parametric distance along the ray to the hit point, if one was found. That is, hitPoint = raySource+(*hitRayParam)*rayDirection. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitFace">if non-NULL, points to a value that will be filled in with the face id of the hit point, if one was found. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitTriangle">if non-NULL, points to a value that will be filled in with the 0-based index of the triangle that was hit within the face given by *hitFace. If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary1">if non-NULL, points to a value that will be filled in with the first barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If v1, v2, and v3 are the vertices of that triangle, then the barycentric coordinates are such that hitPoint = (*hitBary1)*v1 + (*hitBary2)*v2 + (1-*hitBary1-*hitBary2)*v3; If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary2">if non-NULL, points to a value that will be filled in with the second barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If no hit was found, the referenced value will not be modified, </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.anyIntersection(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,Autodesk.Maya.OpenMaya.MFloatPoint,System.Single&amp;,System.Int32&amp;,System.Int32&amp;,System.Single&amp;,System.Single&amp;,System.Single)">
      <summary>
        <para>Finds any intersection of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>closestIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the found intersection point to the raySource will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the found intersection of the ray with the mesh is given by the value returned in hitPoint. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="hitPoint">receives the 3d coordinates of the intersection, in the space specified by the space parameter. </param>
      <param name="hitRayParam">if non-NULL, points to a value that will be filled in with the parametric distance along the ray to the hit point, if one was found. That is, hitPoint = raySource+(*hitRayParam)*rayDirection. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitFace">if non-NULL, points to a value that will be filled in with the face id of the hit point, if one was found. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitTriangle">if non-NULL, points to a value that will be filled in with the 0-based index of the triangle that was hit within the face given by *hitFace. If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary1">if non-NULL, points to a value that will be filled in with the first barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If v1, v2, and v3 are the vertices of that triangle, then the barycentric coordinates are such that hitPoint = (*hitBary1)*v1 + (*hitBary2)*v2 + (1-*hitBary1-*hitBary2)*v3; If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary2">if non-NULL, points to a value that will be filled in with the second barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If no hit was found, the referenced value will not be modified, </param>
      <param name="tolerance">numerical tolerance for the intersection operation. For numerical reasons, it is wise to allow the intersection routine to consider hits that lie a tiny bit outside mesh triangles. This parameter defines how close a ray has to be to hitting a triangle in order for a hit to register. Obviously, hits within the triangle are always considered, but we also consider hits that are up to a distance of tol*edgeLength away from the triangle, where "edgeLength" is the length of the edge of the triangle that is closest to the ray. This tolerance value is also used to collapse multiple nearly-identical hits that may arise due to numerical imprecision when a ray passes extremely close to a mesh vertex. Any two hits that are less than tol multiplied by the length of rayDirection apart will be considered the same hit, and treated interchangeably. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.anyIntersection(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,Autodesk.Maya.OpenMaya.MFloatPoint,System.Single&amp;,System.Int32&amp;,System.Int32&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Finds any intersection of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>closestIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the found intersection point to the raySource will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the found intersection of the ray with the mesh is given by the value returned in hitPoint. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="hitPoint">receives the 3d coordinates of the intersection, in the space specified by the space parameter. </param>
      <param name="hitRayParam">if non-NULL, points to a value that will be filled in with the parametric distance along the ray to the hit point, if one was found. That is, hitPoint = raySource+(*hitRayParam)*rayDirection. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitFace">if non-NULL, points to a value that will be filled in with the face id of the hit point, if one was found. If no hit was found, the referenced value will not be modified. </param>
      <param name="hitTriangle">if non-NULL, points to a value that will be filled in with the 0-based index of the triangle that was hit within the face given by *hitFace. If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary1">if non-NULL, points to a value that will be filled in with the first barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If v1, v2, and v3 are the vertices of that triangle, then the barycentric coordinates are such that hitPoint = (*hitBary1)*v1 + (*hitBary2)*v2 + (1-*hitBary1-*hitBary2)*v3; If no hit was found, the referenced value will not be modified, </param>
      <param name="hitBary2">if non-NULL, points to a value that will be filled in with the second barycentric coordinate of the hit point within the triangle defined by *hitFace and *hitTriangle. If no hit was found, the referenced value will not be modified, </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.allIntersections(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,System.Boolean,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,System.Single)">
      <summary>
        <para>Finds all intersections of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>anyIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the intersection points will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the intersections of the ray with the mesh are given by the values returned in hitPoints. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="sortHits">if true, then hits will be sorted in ascending ray-parametric order, so hits behind the raySource will be first (if testBothDirections is true), moving proceeding closer to the raySource, followed by hits in front of the raySource, proceeding by increasing distance from the raySource. If false, hits will be presented in no particular order in the return arrays. </param>
      <param name="hitPoints">an array that receives the 3d coordinates of the intersections, in the space specified by the space parameter. </param>
      <param name="hitRayParams">if non-NULL, points to an array that will be filled in with the parametric distances along the ray to the hit points, if any were found. That is, for the i'th hit, hitPoints[i] = raySource+(*hitRayParams[i])*rayDirection. If no hit was found, the referenced values will not be modified. </param>
      <param name="hitFaces">if non-NULL, points to an array that will be filled in with the face ids of the hit points, if any were found. If no hits were found, the referenced values will not be modified. </param>
      <param name="hitTriangles">if non-NULL, points to an array that will be filled in with the 0-based indices of the triangles that were hit within the faces given by *hitFaces. If no hits were found, the referenced values will not be modified, </param>
      <param name="hitBary1">MFloatArray</param>
      <param name="hitBary2">MFloatArray</param>
      <param name="tolerance">numerical tolerance for the intersection operation. For numerical reasons, it is wise to allow the intersection routine to consider hits that lie a tiny bit outside mesh triangles. This parameter defines how close a ray has to be to hitting a triangle in order for a hit to register. Obviously, hits within the triangle are always considered, but we also consider hits that are up to a distance of tol*edgeLength away from the triangle, where "edgeLength" is the length of the edge of the triangle that is closest to the ray. This tolerance value is also used to collapse multiple nearly-identical hits that may arise due to numerical imprecision when a ray passes extremely close to a mesh vertex. Any two hits that are less than tol multiplied by the length of rayDirection apart will be considered the same hit, and treated interchangeably. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.allIntersections(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Single,System.Boolean,Autodesk.Maya.OpenMaya.MMeshIsectAccelParams,System.Boolean,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Finds all intersections of a ray starting at raySource and travelling in rayDirection with the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If faceIds is non-NULL and triIds is NULL, then only the faces specified by faceIds will be considered for intersection. If both faceIds and triIds are non-NULL, then each pair of entries will be taken as a (face,triangle) pair to be considered for intersection, where triangles are numbered on each face starting from 0. Thus, the face-triangle pair (10,0) means the first triangle on face 10. If both faceIds and triIds are NULL, then all face-triangles in the mesh will be considered.</para>
        <para>The maxParam and testBothDirections flags can be used to control the radius of the search around the raySource point.</para>
        <para>If accelParams is NULL, the search proceeds by testing all applicable face-triangles looking for intersections. If an MMeshIsectAccelParams structure is passed in via this parameter, the mesh builds an intersection acceleration structure based on the description provided by the parameter object. This acceleration structure is used to speed up the intersection operation, sometimes by a factor of several hundred over the non-accelerated case. Once created, the acceleration structure is cached, and will be reused the next time this method (or <ref>anyIntersection()</ref> or <ref>allIntersections()</ref>) is called with an identically-configured MMeshIsectAccelParams object. If a different MMeshIsectAccelParams object is used, then the acceleration structure will be deleted and re-created according to the new settings. Once created, the acceleration structure will persist until either the object is destroyed (or rebuilt by a construction history operation), or if the <ref>freeCachedIntersectionAccelerator()</ref> method is called. The <ref>cachedIntersectionAcceleratorInfo()</ref> and <ref>globalIntersectionAcceleratorsInfo()</ref> methods provide useful information about the resource usage of individual acceleration structures, and of all such structures in the system.</para>
        <para>If the ray hits the mesh, the details of the intersection points will be returned via the hitPoint, hitRayParam, hitFace, hitTriangle, hitBary1, and hitBary2 parameters. These parameters completely describe where the hit occurred.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects the mesh, and the intersections of the ray with the mesh are given by the values returned in hitPoints. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this mesh</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> There was an error with the parameters passed to the method. Either <ref>MSpace::kWorld</ref> was specified for a mesh with no world-space transformation, or the mesh had no data, or triIds was non-NULL without a corresponding faceIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="faceIds">(see above) if non-NULL, describes a subset of faces to consider for intersection. </param>
      <param name="triIds">(see above) if non-NULL, then along with faceIds describes a set of face-triangles to consider for intersection. If triIds is non-NULL, then faceIds must be non-NULL as well, otherwise an error will be generated. </param>
      <param name="idsSorted">should be true if the faceIds or faceIds/triIds arrays are properly sorted into ascending order. For face-triangle pairs, the arrays must be sorted by ascending face ids, then by ascending triangle ids within each face. The routine sortIntersectionFaceTriIds() can be used to perform this task. It is not important to sort ids unless an acceleration structure is being used. When using an acceleration structure in conjunction with a limited set of faces or face-triangles, it is ESSENTIAL to sort the indices, otherwise performance will be severely degraded. </param>
      <param name="space">specifies the space in which raySource and rayDirection are specified, as well as the space in which the hit point will be returned. </param>
      <param name="maxParam">specifies the maximum radius within which hits will be considered. This radius is specified as a multiple of the length of the rayDirection vector, so any hits beyond raySource+maxParam*rayDirection will not be considered. This value must be positive. </param>
      <param name="testBothDirections">specifies that hits in the negative rayDirection should also be considered. The maxParam value still applies to limit the search radius, which means that if testBothDirections is true, then only hits that lie between raySource-maxParam*rayDirection and raySource+maxParam*rayDirection will be considered. </param>
      <param name="accelerator">MMeshIsectAccelParams</param>
      <param name="sortHits">if true, then hits will be sorted in ascending ray-parametric order, so hits behind the raySource will be first (if testBothDirections is true), moving proceeding closer to the raySource, followed by hits in front of the raySource, proceeding by increasing distance from the raySource. If false, hits will be presented in no particular order in the return arrays. </param>
      <param name="hitPoints">an array that receives the 3d coordinates of the intersections, in the space specified by the space parameter. </param>
      <param name="hitRayParams">if non-NULL, points to an array that will be filled in with the parametric distances along the ray to the hit points, if any were found. That is, for the i'th hit, hitPoints[i] = raySource+(*hitRayParams[i])*rayDirection. If no hit was found, the referenced values will not be modified. </param>
      <param name="hitFaces">if non-NULL, points to an array that will be filled in with the face ids of the hit points, if any were found. If no hits were found, the referenced values will not be modified. </param>
      <param name="hitTriangles">if non-NULL, points to an array that will be filled in with the 0-based indices of the triangles that were hit within the faces given by *hitFaces. If no hits were found, the referenced values will not be modified, </param>
      <param name="hitBary1">MFloatArray</param>
      <param name="hitBary2">MFloatArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.sortIntersectionFaceTriIds(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Convenience routine for sorting faceIds or face/triangle ids before passing them into the <ref>closestIntersection()</ref>, <ref>allIntersections()</ref>, or <ref>anyIntersection()</ref> methods. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When using an acceleration structure with the intersection operation, it is essential that any faceId or faceId/triId arrays be sorted properly to ensure optimal performance.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> 'faceIds' was NULL. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="faceIds">Face IDs to be sorted. </param>
      <param name="triIds">Triangle IDs to be sorted.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.freeCachedIntersectionAccelerator()">
      <summary>
        <para>If the mesh has a cached intersection accelerator structure, then this routine forces it to be deleted. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Ordinarily, these structures are cached so that series of calls to the <ref>closestIntersection()</ref>, <ref>allIntersections()</ref>, and <ref>anyIntersection()</ref> method can reuse the same structure. Once the client is finished with these intersection operations, however, they are responsible for freeing the acceleration structure, which is what this method does.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.cachedIntersectionAcceleratorInfo()">
      <summary>
        <para>Retrieves a string that describes the intersection acceleration structure for this object, if any. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string is formatted similar to:</para>
        <para>10x10x10 uniform grid, (build time 0.5s), (memory footprint 2000KB)</para>
        <para>It describes the configuration of the cached intersection accelerator, as well as how long it took to build it, and how much memory it is currently occupying. If the mesh has no cached intersection accelerator, the empty string is returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>The description string </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.clearGlobalIntersectionAcceleratorInfo()">
      <summary>
        <para>As described above, clears the "total count", "total build time", and "peak memory" fields from the information string returned by <ref>globalIntersectionAcceleratorsInfo()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will not cause information about currently existing accelerators to be lost. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Determines whether the given ray intersects this polygon and if so, returns the points of intersection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points of intersection will be in order of closest point to the raySource.</para>
        <para>If the polygonIds array is not NULL then it will contain the polygon id's that correspond to the points of intersection.</para>
        <para>The tolerance parameter is the epsilon value that will be used in the point-in-polygon calculation.</para>
        <para>This method is not threadsafe when invoked by multiple threads on the same object at the same time. It is threadsafe as long as each thread operates on a different mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects this polygon </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this polygon</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="points">Storage for any points of intersection </param>
      <param name="tolerance">Tolerance used in intersection calculation </param>
      <param name="space">specifies the coordinate system for this operation </param>
      <param name="polygonIds">Storage for the polygon id's that correspond to the points of intersection. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Determines whether the given ray intersects this polygon and if so, returns the points of intersection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points of intersection will be in order of closest point to the raySource.</para>
        <para>If the polygonIds array is not NULL then it will contain the polygon id's that correspond to the points of intersection.</para>
        <para>The tolerance parameter is the epsilon value that will be used in the point-in-polygon calculation.</para>
        <para>This method is not threadsafe when invoked by multiple threads on the same object at the same time. It is threadsafe as long as each thread operates on a different mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects this polygon </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this polygon</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="points">Storage for any points of intersection </param>
      <param name="tolerance">Tolerance used in intersection calculation </param>
      <param name="space">specifies the coordinate system for this operation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MPointArray,System.Double)">
      <summary>
        <para>Determines whether the given ray intersects this polygon and if so, returns the points of intersection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points of intersection will be in order of closest point to the raySource.</para>
        <para>If the polygonIds array is not NULL then it will contain the polygon id's that correspond to the points of intersection.</para>
        <para>The tolerance parameter is the epsilon value that will be used in the point-in-polygon calculation.</para>
        <para>This method is not threadsafe when invoked by multiple threads on the same object at the same time. It is threadsafe as long as each thread operates on a different mesh object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The given ray intersects this polygon </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The given ray does not intersect this polygon</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="raySource">Starting point for the ray </param>
      <param name="rayDirection">Direction of the ray </param>
      <param name="points">Storage for any points of intersection </param>
      <param name="tolerance">Tolerance used in intersection calculation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPointAndNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,System.Int32&amp;)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned point and normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
      <param name="theNormal">Storage for normal at the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <param name="closestPolygon">Storage for the closest polygon id</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPointAndNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned point and normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
      <param name="theNormal">Storage for normal at the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPointAndNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned point and normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
      <param name="theNormal">Storage for normal at the closest point </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Int32&amp;)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If world space is specified then the returned point will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <param name="closestPolygon">Storage for the closest polygon id</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If world space is specified then the returned point will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If world space is specified then the returned point will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
        <para>This method is not threadsafe. For a threadsafe closest point implementation, use the <ref>MMeshIntersector</ref> class.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theClosestPoint">Storage for the closest point </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,System.Int32&amp;)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theNormal">Storage for normal at the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <param name="closestPolygon">Storage for the closest polygon id</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theNormal">Storage for normal at the closest point </param>
      <param name="space">Specifies the coordinate system for this operation </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getClosestNormal(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also returns the surface normal at that point.</para>
        <para>If world space is specified then the returned normal will be in world space. In this case The test point (toThisPoint) is assumed to be in world space.</para>
      </remarks>
      <param name="toThisPoint">Point to be compared </param>
      <param name="theNormal">Storage for normal at the closest point </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getConnectedShaders(System.UInt32,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Returns all the shaders (sets) connected to the specified instance of this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>As well as an array of polygon/shader assignments. The indices array will hold for each polygon in the mesh, an index into the shaders array. If a polygon does not have a shader assigned to it, the value of the index will be -1.</para>
        <para>The shader objects can be derived from the sets returned.</para>
        <para>Note: This method will only work with a <ref>MFnMesh</ref> function set which has been initialized with an <ref>MFn::kMesh</ref>.</para>
        <para>See also getConnectedSetsAndMembers.</para>
      </remarks>
      <param name="instanceNumber">The instance number of the mesh to query </param>
      <param name="shaders">Storage for set objects (shader objects) </param>
      <param name="indices">Storage for indices matching faces to shaders. For each face, this array contains the index into the shaders array for the shader assigned to the face.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getConnectedSetsAndMembers(System.UInt32,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObjectArray,System.Boolean)">
      <summary>
        <para>Returns all the sets connected to the specified instance of this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each set in the "sets" array there is a corresponding entry in the "comps" array which are all the components in that set. If the entire object is in a set, then the corresponding entry in the comps array will have no elements in it.</para>
        <para>Note: This method will only work with a <ref>MFnMesh</ref> function set which has been initialized with an <ref>MFn::kMesh</ref>.</para>
      </remarks>
      <param name="instanceNumber">The instance number of the mesh to query </param>
      <param name="sets">Storage for the sets </param>
      <param name="comps">Storage for the components that are in the corresponding set </param>
      <param name="renderableSetsOnly">If true then this method will only return renderable sets</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copy(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a given source mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the copy this function set will operate on the new mesh.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; source object is not one of kMeshGeom, kMeshData, kMesh; dataMesh or underlying geometry was null; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the mesh to be copied </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new mesh will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.copy(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a given source mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the copy this function set will operate on the new mesh.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; source object is not one of kMeshGeom, kMeshData, kMesh; dataMesh or underlying geometry was null; or there was no model present to add the object to </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the mesh to be copied </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.updateSurface()">
      <summary>
        <para>Signal that this polygonal mesh has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.syncObject()">
      <summary>
        <para>If a non-api operation happens that many have changed the underlying Maya object wrapped by this api object, make sure that the api object references a valid maya object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In particular this call should be used if you are calling mel commands from your plugin. Note that this only applies for mesh shapes: in a plugin node where the dataMesh is being accessed directly this is not necessary.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getRawPoints()">
      <summary>
        <para>This method returns a pointer to the internal vertex list for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points are in local space.</para>
        <para>The points are stored in a single contiguous array of floats, first by coordinate, then by element (xyzxyz...) There are three coordinate values, so each vertex is stored in 12 bytes of data, and the total array length is 12*numVertices() bytes.</para>
        <para>This method is useful where performance is critical or memory resources are limited, as it avoids having to make a copy of the points as is done by getVertices. Care must be taken however as the returned pointer may become invalid if any changes are made to the mesh.</para>
        <para>
          <section>
            <para>Pointer to internal vertex list data structure</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getRawNormals()">
      <summary>
        <para>This method returns a pointer to the internal normal list for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The normals are in local space and are the per-polygon per-vertex normals. To find the normal for a particular vertex-face, use <ref>getFaceNormalIds()</ref> or <ref>MItMeshPolygon::normalIndex</ref> to get the index into the array.</para>
        <para>The normals are stored in a single contiguous array of floats, first by coordinate, then by element (xyzxyz...) There are three coordinate values, so each normal is stored in 12 bytes of data, and the total array length is 12*numNormals() bytes.</para>
        <para>This method is useful where performance is critical or memory resources are limited, as it avoids having to make a copy of the normals as is done by getNormals. Care must be taken however as the returned pointer may become invalid if any changes are made to the mesh.</para>
        <para>This method is not threadsafe.</para>
        <para>
          <section>
            <para>Pointer to internal per-polygon per-vertex normal data structure</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoints(Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method copies the vertex list for this mesh into the given point array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoints(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <summary>
        <para>This method copies the vertex list for this mesh into the given point array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoints(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method copies the vertex list for this mesh into the given point array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoints(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>This method copies the vertex list for this mesh into the given point array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoints(Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method copies the points in the given point array to the vertices of this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of points passed in is correct. It is up to the caller to ensure that the points provide a valid mesh, for example by ensuring that there are no degenerate faces or non-manifold geometry.</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoints(Autodesk.Maya.OpenMaya.MFloatPointArray)">
      <summary>
        <para>This method copies the points in the given point array to the vertices of this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of points passed in is correct. It is up to the caller to ensure that the points provide a valid mesh, for example by ensuring that there are no degenerate faces or non-manifold geometry.</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoints(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method copies the points in the given point array to the vertices of this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of points passed in is correct. It is up to the caller to ensure that the points provide a valid mesh, for example by ensuring that there are no degenerate faces or non-manifold geometry.</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoints(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>This method copies the points in the given point array to the vertices of this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of points passed in is correct. It is up to the caller to ensure that the points provide a valid mesh, for example by ensuring that there are no degenerate faces or non-manifold geometry.</para>
      </remarks>
      <param name="vertexArray">Storage for the vertex list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getVertices(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method retrieves the <b>object-relative (mesh-relative/global)</b> vertex indices for all polygons. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The indices refer to the elements in the array returned by the 'getPoints' method.</para>
      </remarks>
      <param name="vertexCount">Vertex count per polygon </param>
      <param name="vertexList">Storage for the vertex list. NOTE: Global (mesh-relative/object-relative) vertex indices are returned.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonVertices(System.Int32,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method retrieves the <b>object-relative (mesh-relative/global)</b> vertex indices for the specified polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The indices refer to the elements in the array returned by the 'getPoints' method.</para>
      </remarks>
      <param name="polygonId">The polygon to examine </param>
      <param name="vertexList">Storage for the vertex list. NOTE: Global (mesh-relative/object-relative) vertex indices are returned.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPolygonTriangleVertices(System.Int32,System.Int32,System.Int32[])">
      <summary>
        <para>This method retrieves the <b>object-relative (mesh-relative/global)</b> vertex indices for the specified triangle in the specified polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The indices refer to the elements in the array returned by the 'getPoints' method.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="polygonId">The polygon to examine </param>
      <param name="triangleId">The triangle within the polygon to examine (numbered from zero) </param>
      <param name="triangleVertices">Int32[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoint(System.Int32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the position of specified vertex in the vertex list for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if you modify the position of a vertex for a shape, a tweak will be created. If you have a shape with no history, the first time that a tweak is created, the underlying pointers under the <ref>MFnMesh</ref> object may change. You will need to call <ref>syncObject()</ref> to make sure that the object is valid. Subsequent calls to <ref>setPoint()</ref> on the same object do not require a syncObject call.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) index of the vertex to be changed </param>
      <param name="pos">The new value for the vertex </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setPoint(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the position of specified vertex in the vertex list for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if you modify the position of a vertex for a shape, a tweak will be created. If you have a shape with no history, the first time that a tweak is created, the underlying pointers under the <ref>MFnMesh</ref> object may change. You will need to call <ref>syncObject()</ref> to make sure that the object is valid. Subsequent calls to <ref>setPoint()</ref> on the same object do not require a syncObject call.</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) index of the vertex to be changed </param>
      <param name="pos">The new value for the vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoint(System.Int32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the position of the specified vertex in this mesh's vertex list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) index of the vertex to retrieve </param>
      <param name="pos">Storage for the vertex </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getPoint(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Get the position of the specified vertex in this mesh's vertex list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexId">The object-relative (mesh-relative/global) index of the vertex to retrieve </param>
      <param name="pos">Storage for the vertex </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getNormals(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method copies the normal list for this mesh into the given array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The normals are the per-polygon per-vertex normals. To find the normal for a particular vertex-face, use <ref>getFaceNormalIds()</ref> or <ref>MItMeshPolygon::normalIndex</ref> to get the index into the array.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">Storage for the per-polygon per-vertex normal list </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getNormals(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>This method copies the normal list for this mesh into the given array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The normals are the per-polygon per-vertex normals. To find the normal for a particular vertex-face, use <ref>getFaceNormalIds()</ref> or <ref>MItMeshPolygon::normalIndex</ref> to get the index into the array.</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normals">Storage for the per-polygon per-vertex normal list </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setNormals(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the normal array (user normals) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normals">The normal array to set </param>
      <param name="space">World space or Object space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setNormals(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Set the normal array (user normals) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normals">The normal array to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexNormal(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return a per-vertex-per-face normal for a given face (polygon) and given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="normal">Storage for the per-polygon-per-vertex normal </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexNormal(System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Return a per-vertex-per-face normal for a given face (polygon) and given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face of interest </param>
      <param name="vertexIndex">The object-relative (mesh-relative/global) vertex index </param>
      <param name="normal">Storage for the per-polygon-per-vertex normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexNormals(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all per-vertex-per-face normals for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the normals </param>
      <param name="normals">Storage for the face normals </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceVertexNormals(System.Int32,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Return all per-vertex-per-face normals for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of the face (polygon) for which to retrive the normals </param>
      <param name="normals">Storage for the face normals </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getNormalIds(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Return normal indices for all vertices for a all faces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The normalIds can be used to index into an array returned by <ref>MFnMesh::getNormals()</ref>;</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="normalIdCounts">MIntArray</param>
      <param name="normalIds">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.getFaceNormalIds(System.Int32,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Return normal indices for all vertices for a given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The normalIds can be used to index into an array returned by <ref>MFnMesh::getNormals()</ref>;</para>
        <para>This method is not threadsafe.</para>
      </remarks>
      <param name="faceIndex">Index of face (polygon) of interest </param>
      <param name="normals">Storage for the per-polygon normal ids</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set Normal for this face/vertex pair. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="faceIndex">Int32</param>
      <param name="vertexIndex">Int32</param>
      <param name="space">World space or Object space </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set Normal for this face/vertex pair. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="faceIndex">Int32</param>
      <param name="vertexIndex">Int32</param>
      <param name="space">World space or Object space </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,System.Int32)">
      <summary>
        <para>Set Normal for this face/vertex pair. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="faceIndex">Int32</param>
      <param name="vertexIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGModifier)">
      <summary>
        <para>Set Shared Normal for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="vertexIndex">Int32</param>
      <param name="space">World space or Object space </param>
      <param name="modifier">Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this MFnMesh refers to a shape, then it will add the command to be undone to the modifier. Use MDGModifier::undoIt to undo the effects of this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set Shared Normal for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="vertexIndex">Int32</param>
      <param name="space">World space or Object space </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexNormal(Autodesk.Maya.OpenMaya.MVector,System.Int32)">
      <summary>
        <para>Set Shared Normal for this vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="normal">MVector</param>
      <param name="vertexIndex">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set Normals for the given face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if there is a vertex-face mismatch anywhere in the list, this method will return an error, and not set any of the normals.</para>
      </remarks>
      <param name="normalArray">MVectorArray</param>
      <param name="faceList">The faces to set them for </param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set them for </param>
      <param name="space">World space or Object space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setFaceVertexNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set Normals for the given face/vertex pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if there is a vertex-face mismatch anywhere in the list, this method will return an error, and not set any of the normals.</para>
      </remarks>
      <param name="normalArray">MVectorArray</param>
      <param name="faceList">The faces to set them for </param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set them for </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set Shared Normals for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The length of the normalsIn array should be same as the length of the vertexList array.</para>
      </remarks>
      <param name="normalArray">MVectorArray</param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set them for </param>
      <param name="space">World space or Object space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMesh.setVertexNormals(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Set Shared Normals for these vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The length of the normalsIn array should be same as the length of the vertexList array.</para>
      </remarks>
      <param name="normalArray">MVectorArray</param>
      <param name="vertexList">The object-relative (mesh-relative/global) vertex indices to set them for </param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.metadata" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numVertices">
      <summary>
        <para>Returns the number of vertices in the vertex list for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This number will be the same as the length of the vertex array returned with the getPoints method.</para>
        <para>
          <section>
            <para>The number of vertices of the mesh</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numEdges">
      <summary>
        <para>Returns the number of edges for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of edges for this mesh</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numPolygons">
      <summary>
        <para>Returns the number of polygons for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of polygons for this mesh</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numFaceVertices">
      <summary>
        <para>Returns the number of face-vertices for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of face-vertices for this mesh</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numUVsProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numColorsProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numNormals">
      <summary>
        <para>Returns the number of per-polygon per-vertex normals for this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This number will correspond to the length of the normal array returned by getNormals( normalArray, space ).</para>
        <para>This method is not threadsafe.</para>
        <para>
          <section>
            <para>The number of per-polygon per-vertex normals</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.autoUniformGridParams">
      <summary>
        <para>Creates a MMeshIsectAccelParams configuration object to pass to the methods <ref>MFnMesh::closestIntersection()</ref>, <ref>MFnMesh::anyIntersection()</ref>, or <ref>MFnMesh::allIntersections()</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This object specifies that a uniform voxel grid structure should be used by the intersection routines to speed up their operation, and that the system should automatically determine the number of voxel cells to use based on the density of triangles in the mesh. The grid acceleration structure will be cached with the mesh, so that if the same MMeshIsectAccelParams configuration is used on the next intersect call, the acceleration structure will not need to be rebuilt.</para>
        <para>To see details of the acceleration structure, including build time and memory usage, refer to the <ref>cachedIntersectionAcceleratorInfo()</ref> method.</para>
        <para>
          <section>
            <para>Intersection accelerator object. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.globalIntersectionAcceleratorsInfo">
      <summary>
        <para>Retrieves a string that describes the systemwide resource usage for cached mesh intersection accelerators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string will be formatted similar to:</para>
        <para>total 10 accelerators created (2 currently active - total current memory = 10000KB), total build time = 10.2s, peak memory = 14567.1KB</para>
        <para>This means that:</para>
        <para>
          <list type="bullet">
            <item>
              <para>a total of 10 intersection accelerators have been created as instructed by calls to <ref>closestIntersection()</ref>, <ref>allIntersections()</ref>, or <ref>anyIntersection()</ref> with non-NULL accelParams values. These structures are destroyed and re-created when intersection requests with differing acceleration parameters are passed in for the same mesh, so it is useful to see this value, which is the total count of how many have been created. In this case, 8 of the 10 created have been destroyed, either automatically or via calls to the <ref>freeCachedIntersectionAccelerator()</ref> method</para>
            </item>
          </list>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>the total memory footprint for the 2 accelerators currently in existence is 10,000KB</para>
            </item>
          </list>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>the total build time for all 10 structures that have been created is 10.2 seconds</para>
            </item>
          </list>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>the peak of total memory usage for all accelerators in the system was 14567.1KB</para>
            </item>
          </list>
        </para>
        <para>Calling <ref>clearGlobalIntersectionAcceleratorInfo()</ref> will clear the "total count", "total build time", and "peak memory" fields from this information. It will not cause information about currently existing accelerators to be lost.</para>
        <para>
          <section>
            <para>The information string </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.invisibleFaces">
      <summary>
        <para>This method returns the invisible faces of the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Invisible faces are like lightweight holes in that they are not rendered but do not require additional geometry the way that holes do. They have the advantage over holes that if the mesh is smoothed then their edges will be smoothed as well, while holes will retain their hard edges.</para>
        <para>Invisible faces can be set using the <ref>setInvisibleFaces()</ref> method or the polyHole command.</para>
        <para>
          <section>
            <para>The list of invisible face ids.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets the specified faces of the mesh to be visible or invisible. </para>
      </summary>
      <remarks>
        <para>See the <ref>getInvisibleFaces()</ref> method for a description of invisible faces.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numUVSets">
      <summary>
        <para>Returns the number of uv sets for an object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of uv sets for the object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.numColorSets">
      <summary>
        <para>Returns the number of color sets for an object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of color sets for the object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.displayColors">
      <summary>
        <para>Determine if the mesh node is set to display vertex colors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display of vertex colors is controlled by the mesh node itself. It is not part of the mesh data. Therefore this method is only valid when the function set is operating on a mesh node. It will return a failure status if called when the function set is operating on mesh data.</para>
        <para>
          <section>
            <para>True if the mesh node is set to display vertex colors. False otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set was not initialized with a node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set whether the mesh node should display vertex colors. </para>
      </summary>
      <remarks>
        <para>The display of vertex colors is controlled by the mesh node itself. It is not part of the mesh data. Therefore this method is only valid when the function set is operating on a mesh node. It will return a failure status if called when the function set is operating on mesh data.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.checkSamePointTwice">
      <summary>
        <para>Return true if checking for duplicate points is turned on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return false otherwise. </para>
      </remarks>
      <summary>
        <para>This method allows the turning on or off of duplicate point checking when polygons are created or added using this class. </para>
      </summary>
      <remarks>
        <para>Checking for duplicates, is the default state.</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation">
      <summary>
        <para>Specifies which color components are used by a colorSet. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kAlpha">
      <summary>
        <para>Alpha only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kRGB">
      <summary>
        <para>Red, green and blue only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kRGBA">
      <summary>
        <para>Red, green, blue and alpha. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement">
      <summary>
        <para>Specifies how a point along split is to be determined. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kOnEdge">
      <summary>
        <para>Split at a position along an edge. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kInternalPoint">
      <summary>
        <para>Split at a point within a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation">
      <summary>
        <para>Boolean operators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kUnion">
      <summary>
        <para>Boolean union. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kDifference">
      <summary>
        <para>Boolean difference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kIntersection">
      <summary>
        <para>Boolean intersection. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation">
      <summary>
        <para>Specifies which color components are used by a colorSet. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kAlpha">
      <summary>
        <para>Alpha only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kRGB">
      <summary>
        <para>Red, green and blue only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.MColorRepresentation.kRGBA">
      <summary>
        <para>Red, green, blue and alpha. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement">
      <summary>
        <para>Specifies how a point along split is to be determined. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kOnEdge">
      <summary>
        <para>Split at a position along an edge. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kInternalPoint">
      <summary>
        <para>Split at a point within a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.SplitPlacement.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation">
      <summary>
        <para>Boolean operators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kUnion">
      <summary>
        <para>Boolean union. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kDifference">
      <summary>
        <para>Boolean difference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnMesh.BoolOperation.kIntersection">
      <summary>
        <para>Boolean intersection. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMeshData">
      <summary>
        <para>Mesh function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnMeshData</ref> allows the creation and manipulation of Mesh data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces Meshes, then this class is used to create data blocks into which Meshes can be constructed before being passed to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kMesh when data of this type is present.</para>
        <para>If a node is receiving a Mesh via an input attribute, the asMesh method of <ref>MDataHandle</ref> can be used to access that input Mesh.</para>
        <para>If a node is to create a Mesh and send it via an output attribute, a new <ref>MFnMeshData</ref> must be instantiated and then the create method called to build the actual data block as an <ref>MObject</ref>. This <ref>MObject</ref> should be passed to the <ref>MFnMesh::create</ref> method as the parentOrOwner parameter so that the Mesh will be constructed inside the data block. The <ref>MDataHandle::set</ref> routine is then used to pass the data block down the connection. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.getCPtr(Autodesk.Maya.OpenMaya.MFnMeshData)">
      <param name="obj">MFnMeshData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMeshData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMeshData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMeshData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it with a data block capable of holding a Mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnMessageAttribute">
      <summary>
        <para>Message attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Function set for message attributes. A message attribute is a dependency node attribute that does not transmit data. Message attributes only exist to formally declare relationships between nodes. By connecting two nodes via message attributes, a relationship between those nodes is expressed. Message attribute connections can be traversed in the same manner as any other connection in the dependency graph. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnMessageAttribute)">
      <param name="obj">MFnMessageAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kMessageAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnMessageAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnMessageAttribute.create(System.String,System.String)">
      <summary>
        <para>Creates a Message attribute object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>The newly created Message attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The attribute object was successfully created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure during attribute creation. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">The full name of the attribute </param>
      <param name="briefName">The brief name of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNumericAttribute">
      <summary>
        <para>Numeric attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNumericAttribute</ref> is the function set for dependency node attributes that store one, two or three untyped numeric values. A numeric attribute supports both a "hard" maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the Attribute Editor as the limits on its slider, but values within the hard range can be typed in the input box.</para>
        <para>As a convenience, <ref>MFnNumericAttribute</ref> will set the flags of child attributes as well when the flags of the parent attribute are set. This is important when creating a numeric pair or triplet. For example, if <ref>MFnNumericAttribute</ref> is used to create a 3 double attribute and the attribute is set to be keyable, then the three child attributes will also be marked as keyable. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnNumericAttribute)">
      <param name="obj">MFnNumericAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNumericAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNumericAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnNumericData+Type,System.Double)">
      <summary>
        <para>Create a new numeric attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute create is of a type that stores two or more values, then a compound attribute will be created. The names of child attributes will have "0", "1" and "2" appended to both the full and brief names. As well, each child will use the defaultValue parameter as its default.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="unitType">an element of the MFnUnitAttribute::Type enum </param>
      <param name="defaultValue">the default value for the new attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Create a new numeric attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute create is of a type that stores two or more values, then a compound attribute will be created. The names of child attributes will have "0", "1" and "2" appended to both the full and brief names. As well, each child will use the defaultValue parameter as its default.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="unitType">an element of the MFnUnitAttribute::Type enum </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.createColor(System.String,System.String)">
      <summary>
        <para>Create a new color attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The names of child attributes will have "r", "g" and "b" appended to both the full and brief names.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.createPoint(System.String,System.String)">
      <summary>
        <para>Create a new point attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The names of child attributes will have "x", "y" and "z" appended to both the full and brief names.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new numeric attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute create is of a type that stores two or more values, then a compound attribute will be created. The names of child attributes will have "0", "1" and "2" appended to both the full and brief names. As well, each child will use the defaultValue parameter as its default.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="child1">MObject</param>
      <param name="child2">MObject</param>
      <param name="child3">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new numeric attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the attribute create is of a type that stores two or more values, then a compound attribute will be created. The names of child attributes will have "0", "1" and "2" appended to both the full and brief names. As well, each child will use the defaultValue parameter as its default.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="child1">MObject</param>
      <param name="child2">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.child(System.UInt32)">
      <summary>
        <para>Return the indicated child attribute as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No index checking is done by this routine, so you must ensure that the index provided is valid.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the child attribute </para>
          </section>
        </para>
      </remarks>
      <param name="index">the full (or long) name of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMin(System.Double&amp;)">
      <summary>
        <para>Return the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMin(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double&amp;</param>
      <param name="min2">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMin(System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double&amp;</param>
      <param name="min2">Double&amp;</param>
      <param name="min3">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMax(System.Double&amp;)">
      <summary>
        <para>Return the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMax(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double&amp;</param>
      <param name="max2">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getMax(System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double&amp;</param>
      <param name="max2">Double&amp;</param>
      <param name="max3">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getSoftMin(System.Double&amp;)">
      <summary>
        <para>Return the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getSoftMax(System.Double&amp;)">
      <summary>
        <para>Return the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMin(System.Double)">
      <summary>
        <para>Set the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMin(System.Double,System.Double)">
      <summary>
        <para>Set the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double</param>
      <param name="min2">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMin(System.Double,System.Double,System.Double)">
      <summary>
        <para>Set the minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double</param>
      <param name="min2">Double</param>
      <param name="min3">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMax(System.Double)">
      <summary>
        <para>Set the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMax(System.Double,System.Double)">
      <summary>
        <para>Set the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double</param>
      <param name="max2">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setMax(System.Double,System.Double,System.Double)">
      <summary>
        <para>Set the maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double</param>
      <param name="max2">Double</param>
      <param name="max3">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setSoftMin(System.Double)">
      <summary>
        <para>Set the soft minimum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="min1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setSoftMax(System.Double)">
      <summary>
        <para>Set the soft maximum value for this double attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref>, or this instance is not a numeric attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="max1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Boolean&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Char&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Int32&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Int32&amp;</param>
      <param name="def3">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Single&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Single&amp;</param>
      <param name="def3">output Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Double&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Double&amp;</param>
      <param name="def3">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.getDefault(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Get the default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">returns the default value for this attribute</param>
      <param name="def2">output Double&amp;</param>
      <param name="def3">output Double&amp;</param>
      <param name="def4">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Boolean)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Char)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Int32)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Int32,System.Int32)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Int32</param>
      <param name="def3">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Single)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Single,System.Single)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Single,System.Single,System.Single)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Single</param>
      <param name="def3">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Double)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Double,System.Double)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Double,System.Double,System.Double)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Double</param>
      <param name="def3">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.setDefault(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Set a new default value for this boolean attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this attribute is not bound to an <ref>MObject</ref></para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this attribute is not a <em>boolean</em> attribute </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="def1">new the default value for this attribute</param>
      <param name="def2">Double</param>
      <param name="def3">Double</param>
      <param name="def4">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.get_unitType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.get_hasMin()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.get_hasMax()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.get_hasSoftMin()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericAttribute.get_hasSoftMax()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNumericAttribute.unitType">
      <summary>
        <para>Return the unit type of this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MFnNumericData::Type</ref> enum </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNumericAttribute.hasMin">
      <summary>
        <para>Determine whether or not this attribute has a minimum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a minimum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNumericAttribute.hasMax">
      <summary>
        <para>Determine whether or not this attribute has a maximum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a maximum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNumericAttribute.hasSoftMin">
      <summary>
        <para>Determine whether or not this double attribute has a soft minimum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a soft minimum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNumericAttribute.hasSoftMax">
      <summary>
        <para>Determine whether or not this double attribute has a soft maximum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a soft maximum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNumericData">
      <summary>
        <para>Numeric data function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNumericData</ref> allows the creation and manipulation of numeric data objects for use in the dependency graph. Normally, data objects are not required for the transmission of numeric data. The graph supports numeric types directly (see the methods of <ref>MDataHandle</ref>).</para>
        <para>Numeric data objects are useful if you have an attribute that accepts generic data. A generic attribute can accept multiple types of data, so you cannot hardwire it to accept a specific type of numeric data. So, generic attributes can only accept numeric data in the form of actual data objects.</para>
        <para>This function set only supports numeric data with multiple components, such as a pair of floats or a triple of integers. Single numeric values can be retrieved directly using <ref>MPlug</ref> or <ref>MDataHandle</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getCPtr(Autodesk.Maya.OpenMaya.MFnNumericData)">
      <param name="obj">MFnNumericData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNumericData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNumericData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.create(Autodesk.Maya.OpenMaya.MFnNumericData+Type)">
      <summary>
        <para>Creates a new data object of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Only pair and triples of numeric data may be created (eg k3Float).</para>
        <para>
          <section>
            <para>A pointer to the new object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kInvalidParameter</b> cannot create an object of the given type </para>
                </item>
                <item>
                  <para>
                    <b>kInsufficientMemory</b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dataType">data type of object to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.numericType()">
      <summary>
        <para>Returns the type of the numeric data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Type of data</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Int16&amp;,System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
      <param name="val3">output Int16&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
      <param name="val3">output Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
      <param name="val3">output Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
      <param name="val3">output Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Gets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
      <param name="val3">output Double&amp;</param>
      <param name="val4">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Int16,System.Int16)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Int32,System.Int32)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Single,System.Single)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Double,System.Double)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Int16,System.Int16,System.Int16)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
      <param name="val3">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
      <param name="val3">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Single,System.Single,System.Single)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
      <param name="val3">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Double,System.Double,System.Double)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
      <param name="val3">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets the stored value of this data object as a pair of short integers.</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
      <param name="val3">Double</param>
      <param name="val4">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData2Short(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a pair of short integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData2Int(System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a pair of int integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of int integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of int integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData2Float(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a pair of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of floats for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of floats, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData2Double(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a pair of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData3Short(System.Int16&amp;,System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a triple of short integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element </param>
      <param name="val3">storage for the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData3Int(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a triple of int integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of int integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of int integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element </param>
      <param name="val3">storage for the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData3Float(System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a triple of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of floats for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of floats, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element </param>
      <param name="val3">storage for the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData3Double(System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a triple of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element </param>
      <param name="val3">storage for the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.getData4Double(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Gets the stored value of this data object as a quadruple of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a quadruple of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a quadruple of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">storage for the first element </param>
      <param name="val2">storage for the second element </param>
      <param name="val3">storage for the third element </param>
      <param name="val4">storage for the fourth element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData2Short(System.Int16,System.Int16)">
      <summary>
        <para>Sets the stored value of this data object as a pair of short integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of short integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData2Int(System.Int32,System.Int32)">
      <summary>
        <para>Sets the stored value of this data object as a pair of int integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of int integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of int integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData2Float(System.Single,System.Single)">
      <summary>
        <para>Sets the stored value of this data object as a pair of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of floats for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of floats, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData2Double(System.Double,System.Double)">
      <summary>
        <para>Sets the stored value of this data object as a pair of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a pair of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kDataIsNotOfThatType</b> data is not a pair of doubles </para>
                </item>
                <item>
                  <para>
                    <b>kObjectDoesNotExist</b> function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData3Short(System.Int16,System.Int16,System.Int16)">
      <summary>
        <para>Sets the stored value of this data object as a triple of short integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of short integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a pair of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element </param>
      <param name="val3">the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData3Int(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Sets the stored value of this data object as a triple of int integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of int integers for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of int integers, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element </param>
      <param name="val3">the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData3Float(System.Single,System.Single,System.Single)">
      <summary>
        <para>Sets the stored value of this data object as a triple of floats. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of floats for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of floats, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element </param>
      <param name="val3">the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData3Double(System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the stored value of this data object as a triple of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a triple of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element </param>
      <param name="val3">the third element</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNumericData.setData4Double(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the stored value of this data object as a quadruple of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data object must have been created as a quadruple of doubles for this to succeed.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> data is not a triple of doubles, or function set has no object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="val1">the first element </param>
      <param name="val2">the second element </param>
      <param name="val3">the third element </param>
      <param name="val4">the fourth element</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNumericData.Type">
      <summary>
        <para>Supported numerical types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kInvalid">
      <summary>
        <para>Invalid data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kBoolean">
      <summary>
        <para>Boolean. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kByte">
      <summary>
        <para>One byte. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kChar">
      <summary>
        <para>One character. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kShort">
      <summary>
        <para>One short. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k2Short">
      <summary>
        <para>Two shorts. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k3Short">
      <summary>
        <para>Three shorts. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kLong">
      <summary>
        <para>One long. </para>
      </summary>
      <remarks>
        <para>Same as int since "long" is not platform-consistent. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kInt">
      <summary>
        <para>One int. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k2Long">
      <summary>
        <para>Two longs. </para>
      </summary>
      <remarks>
        <para>Same as 2 ints since "long" is not platform-consistent. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k2Int">
      <summary>
        <para>Two ints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k3Long">
      <summary>
        <para>Three longs. </para>
      </summary>
      <remarks>
        <para>Same as 3 ints since "long" is not platform-consistent. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k3Int">
      <summary>
        <para>Three ints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kFloat">
      <summary>
        <para>One float. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k2Float">
      <summary>
        <para>Two floats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k3Float">
      <summary>
        <para>Three floats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kDouble">
      <summary>
        <para>One double. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k2Double">
      <summary>
        <para>Two doubles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k3Double">
      <summary>
        <para>Three doubles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.k4Double">
      <summary>
        <para>Four doubles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kAddr">
      <summary>
        <para>An address. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kLast">
      <summary>
        <para>Last value. </para>
      </summary>
      <remarks>
        <para>Does not represent a real type, but can be used to loop on all possible types. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNumericData.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kInt">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNumericData.Type.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsCurve">
      <summary>
        <para>NURBS curve function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the function set for NURBS (Non-Uniform Rational B-Spline) curves.</para>
        <para>The shape of a NURBS curve is defined by an array of CVs (control vertices), an array of knot values, a degree, and a form. There are 3 possible "forms" for the curve: <b>open</b>, <b>closed</b> and <b>periodic</b>.</para>
        <para>The <b>open</b> and <b>closed</b> forms are quite similar, and in fact a closed curve will become an open curve if either the first or last CV is moved so that they are no longer coincident. To create an open or closed curve of degree N with M spans, you must provide M+N CVs. This implies that for a degree N curve, you must specify at least N+1 CVs to get a curve with a single span.</para>
        <para>The number of knots required for a curve is M + 2N - 1. If you want the curve to start exactly at the first CV and end exactly at the last CV, then the knot vector must be structured to have degree N "multiplicity" at the beginning and end. This means that the first N knots must be identical, and the last N knots must be identical.</para>
        <para>A <b>periodic</b> curve is a special case of a closed curve. Instead of having just the first and last CVs coincident, the last N CVs in the curve must overlap the first N CVs. This results in a curve with no tangent break at the seam where the ends meet. The last N CVs in a periodic curve are permanently bound to the first N CVs, and Maya will not allow those last N CVs to be repositioned. If one or more of the first N CVs of the curve are repositioned, the overlapping CV's will remain bound, and will also be moved.</para>
        <para>In order to create a periodic curve, you must specify at least 2N+1 CVs, so that that last N can overlap the first N and you still have 1 non-overlapping CV left. The number of CVs required to create a periodic curve is still N+M (with a lower limit of 2N+1), but you must ensure that the positions of the last N CVs are identical to the positions of the first N.</para>
        <para>You still need M + 2N - 1 knots for a periodic curve, but the knot values required are more restrictive than for open or closed curves because of the overlap at the ends, The difference between the first N pairs of knots values should be equal to the difference between the last N pairs. Additionally there can be no knot multiplicity at the ends of the curve, because that would compromise the tangent continuity property. So an example knot sequence could begin with knots at { -(N-2), -(N-1), ... , 0}.</para>
        <para>
          <b>Managing different knot representations in external applications</b>
        </para>
        <para>Note that some third party applications use a different format for knots, where the number of knots required for a curve is M+2N+1 rather than M+2N-1 as used in Maya. Both knot representations are equivalent mathematically. To convert from one of these external representations into the Maya representation, simply omit the first and last knots from the external representation when creating the Maya representation. To convert from the Maya representation into the external representation, add two new knots at the beginning and end of the Maya knot sequence. The value of these new knots depends on the existing knot sequence. For a knot sequence with multiple end knots, simply duplicate the existing first and last knots once more, for example:</para>
        <para>Maya representation: {0,0,0,...,N,N,N} 

 External representation: {0,0,0,0,...,N,N,N,N} </para>
        <para>For a knot sequence with uniform end knots, create the new knots offset at an interval equal to the existing first and last knot intervals, for example:</para>
        <para>Maya representation: {0,1,2,...,N,N+1,N+2} 

 External representation: {-1,0,1,2,...,N,N+1,N+2,N+3} </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getCPtr(Autodesk.Maya.OpenMaya.MFnNurbsCurve)">
      <param name="obj">MFnNurbsCurve</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNurbsCurve</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNurbsCurve". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.create(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsCurve+Form,System.Boolean,System.Boolean,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a nurbs curve from the given control vertices and knot vector and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>The knot vector is valid if it is non-decreasing and of length spans + 2 * degree - 1. The cvs are assumed to be in rational form (as opposed to homogeneous)</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="controlVertices">an array of control vertices </param>
      <param name="knotSequences">MDoubleArray</param>
      <param name="degree">the degree to create the curve with </param>
      <param name="agForm">Form</param>
      <param name="create2D">indictates whether to create 2D or 3D curve </param>
      <param name="createRational">true means curve being created will be rational </param>
      <param name="parentOrOwner">the DAG parent or kNurbsCurveData the new curve will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.create(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsCurve+Form,System.Boolean,System.Boolean)">
      <summary>
        <para>This method creates a nurbs curve from the given control vertices and knot vector and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>The knot vector is valid if it is non-decreasing and of length spans + 2 * degree - 1. The cvs are assumed to be in rational form (as opposed to homogeneous)</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="controlVertices">an array of control vertices </param>
      <param name="knotSequences">MDoubleArray</param>
      <param name="degree">the degree to create the curve with </param>
      <param name="agForm">Form</param>
      <param name="create2D">indictates whether to create 2D or 3D curve </param>
      <param name="createRational">true means curve being created will be rational </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.createWithEditPoints(Autodesk.Maya.OpenMaya.MPointArray,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsCurve+Form,System.Boolean,System.Boolean,System.Boolean,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a nurbs curve from the given edit points and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editPoints">an array of edit points </param>
      <param name="degree">the degree to create the curve with </param>
      <param name="agForm">Form</param>
      <param name="create2D">indictates whether to create 2D or 3D curve </param>
      <param name="createRational">true means curve being created will be rational </param>
      <param name="uniformParam">true means curve being created will have uniform parameterization, false means chord length </param>
      <param name="parentOrOwner">the DAG parent or kNurbsCurveData the new curve will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.createWithEditPoints(Autodesk.Maya.OpenMaya.MPointArray,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsCurve+Form,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>This method creates a nurbs curve from the given edit points and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="editPoints">an array of edit points </param>
      <param name="degree">the degree to create the curve with </param>
      <param name="agForm">Form</param>
      <param name="create2D">indictates whether to create 2D or 3D curve </param>
      <param name="createRational">true means curve being created will be rational </param>
      <param name="uniformParam">true means curve being created will have uniform parameterization, false means chord length </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.create(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a nurbs curve from the given control vertices and knot vector and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>The knot vector is valid if it is non-decreasing and of length spans + 2 * degree - 1. The cvs are assumed to be in rational form (as opposed to homogeneous)</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sources">MObjectArray</param>
      <param name="parentOrOwner">the DAG parent or kNurbsCurveData the new curve will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.create(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method creates a nurbs curve from the given control vertices and knot vector and sets this function set to operate on the new curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>The knot vector is valid if it is non-decreasing and of length spans + 2 * degree - 1. The cvs are assumed to be in rational form (as opposed to homogeneous)</para>
        <para>If the form specified is <b>kClosed</b> and the endpoints are not close then a new span will be created inorder to close the curve.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sources">MObjectArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.copy(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a nurbs curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the curve to be copied </param>
      <param name="parentOrOwner">the DAG parent or kNurbsCurveData the new curve will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.copy(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a nurbs curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new curve.</para>
        <para>If the parentOrOwner is kNurbsCurveData then the created curve will be of type kNurbsCurveGeom and will be returned. The parentOrOwner will become the owner of the new curve.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the curve. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new curve will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this curve is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the curve shape is returned </para>
                </item>
                <item>
                  <para>The curve geometry is returned if parentOrOwner is of type kNurbsCurveData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Curve was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating curve </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the curve to be copied </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.reverse(System.Boolean)">
      <summary>
        <para>This method reverse the curve direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="constructionHistory">This parameter has no effect. Regardless of how it is set, if the function set was initialized with the DAG path of a curve node which already has history, then the reverse operation will be added into that history, otherwise the reverse operation will be applied directly to the curve's data and no history will be left behind.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.reverse()">
      <summary>
        <para>This method reverse the curve direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.makeMultipleEndKnots()">
      <summary>
        <para>This method gives end knots full multiplicity. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This ensures the end points of the curve interpolate the first and last CVs. It can also be used to convert a periodic curve to a closed curve.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.cv(System.UInt32)">
      <summary>
        <para>Get a direct access handle to the CV at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The CV iterator class <b><ref>MItCurveCV</ref></b> must be used to access the returned CV.</para>
        <para>
          <section>
            <para>A handle to the CVs requested</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> CV index out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the CV </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getCV(System.UInt32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the CV at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the CV that will be retrieved </param>
      <param name="pt">Storage for the CV </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getCV(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Get the CV at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">The index of the CV that will be retrieved </param>
      <param name="pt">Storage for the CV </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setCV(System.UInt32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the CV at the given index to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method <b>updateCurve</b> should be called to trigger changes in the curve.</para>
      </remarks>
      <param name="index">The index of the CV that will be changed </param>
      <param name="pt">The new value that the CV will take </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setCV(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the CV at the given index to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The method <b>updateCurve</b> should be called to trigger changes in the curve.</para>
      </remarks>
      <param name="index">The index of the CV that will be changed </param>
      <param name="pt">The new value that the CV will take </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getKnotDomain(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the range corresponding to the maximum and minimum parameter values for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="start">storage for the max parameter value </param>
      <param name="end">storage for the min parameter value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getKnots(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method retrieves a copy of the knot array for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="array">storage where the parameter values of the knots for this curve will be copied</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setKnots(Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,System.UInt32)">
      <summary>
        <para>This method is used to set the values of a contiguous group of knots of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The range of knots to set is specified using the start and end index. The knots of index startIndex to endIndex inclusive will be set using the value in the double array.</para>
        <para>Knot indices range from <em>0</em> to <em><ref>numKnots()</ref> - 1</em></para>
      </remarks>
      <param name="array">a double array of knot points </param>
      <param name="startIndex">the starting index of the knots to be altered. </param>
      <param name="endIndex">the ending index of the knots to be altered.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setKnot(System.UInt32,System.Double)">
      <summary>
        <para>Set the given knot's parameter value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knot indices range from <em>0</em> to <em><ref>numKnots()</ref> - 1</em>.</para>
        <para>If a knot value is set that breaks the non-decreasing requirement for the knot array, the knot value will be changed and a kInvalidParameter error will be returned.</para>
      </remarks>
      <param name="index">Index of the knot to be set </param>
      <param name="param">The parameter value that the knot will take</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.cvs(System.UInt32,System.UInt32)">
      <summary>
        <para>This method is used to directly access a contiguous group of CVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned group can be accessed via the <b><ref>MItCurveCV</ref></b> class. Any modifications to these CVs will affect this curve. <b>updateCurve</b> should be called to cause the curve to redraw itself.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> providing direct-access to the specified CVs</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> CV index out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startIndex">the start index for the CVs to return </param>
      <param name="endIndex">the end index for the CVs to return </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getCVs(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the positions of the CVs of this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned group can be accessed via the <b><ref>MPointArray</ref></b> class. Any modifications to these CVs will not affect this curve. <b>setCVs</b> should be called to modify the original curve. <b>updateCurve</b> should be called to cause the curve to redraw itself.</para>
      </remarks>
      <param name="array">The array of point values for the CVs </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getCVs(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Get the positions of the CVs of this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned group can be accessed via the <b><ref>MPointArray</ref></b> class. Any modifications to these CVs will not affect this curve. <b>setCVs</b> should be called to modify the original curve. <b>updateCurve</b> should be called to cause the curve to redraw itself.</para>
      </remarks>
      <param name="array">The array of point values for the CVs </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setCVs(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the CVs for this curve to the given points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="array">The array of point values for the CVs </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.setCVs(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Set the CVs for this curve to the given points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="array">The array of point values for the CVs </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.knot(System.UInt32)">
      <summary>
        <para>Get the parameter value of the specified knot for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knot indices range from <em>0</em> to <em><ref>numKnots()</ref> - 1</em></para>
        <para>
          <section>
            <para>The parameter value for the knot at <b>index</b>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knot index out of range </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The knot index </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.removeKnot(System.Double,System.Boolean)">
      <summary>
        <para>Remove knot(s) from this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>removeAll</b> is <b>true</b> then all of the knots except for the knot at the given parameter value will be removed. If <b>removeAll</b> is <b>false</b> then only the knot at the given parameter value will be removed.</para>
      </remarks>
      <param name="atThisParam">Status code </param>
      <param name="removeAll">Determines whether we remove all knots, or all but one</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.removeKnot(System.Double)">
      <summary>
        <para>Remove knot(s) from this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>removeAll</b> is <b>true</b> then all of the knots except for the knot at the given parameter value will be removed. If <b>removeAll</b> is <b>false</b> then only the knot at the given parameter value will be removed.</para>
      </remarks>
      <param name="atThisParam">Status code </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isPointOnCurve(Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Determines whether the given point is on this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the given point is on the curve, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">The point to test </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isPointOnCurve(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>Determines whether the given point is on this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the given point is on the curve, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">The point to test </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isPointOnCurve(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Determines whether the given point is on this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the given point is on the curve, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">The point to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getPointAtParam(System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the point in space that is at the given parameter value of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the parameter value does not give a valid point on the curve, then <b><ref>MS::kInvalidParameter</ref></b> is returned.</para>
      </remarks>
      <param name="param">The parameter value that we are examining </param>
      <param name="point">Storage for the point being returned </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getPointAtParam(System.Double,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Returns the point in space that is at the given parameter value of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the parameter value does not give a valid point on the curve, then <b><ref>MS::kInvalidParameter</ref></b> is returned.</para>
      </remarks>
      <param name="param">The parameter value that we are examining </param>
      <param name="point">Storage for the point being returned </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method retrieves the parameter value corresponding to the given point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisPoint">Point to check </param>
      <param name="param">storage for the parameter value </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;)">
      <summary>
        <para>This method retrieves the parameter value corresponding to the given point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisPoint">Point to check </param>
      <param name="param">storage for the parameter value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method retrieves the parameter value corresponding to the given point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisPoint">Point to check </param>
      <param name="param">storage for the parameter value </param>
      <param name="tolerance">Double</param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double)">
      <summary>
        <para>This method retrieves the parameter value corresponding to the given point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisPoint">Point to check </param>
      <param name="param">storage for the parameter value </param>
      <param name="tolerance">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isParamOnCurve(System.Double)">
      <summary>
        <para>Determines whether the specified parameter value is within the bounds of the knot vector of this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The parameter is on this curve. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Parameter is NOT on this curve.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">The parameter value to check </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.normal(System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the normal at the given parameter value on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For degree 1 curves the normal is the vector at right angles to the curve that lies in the average plane of the curve. For higher degrees the normal is defined by the local curvature at param.</para>
        <para>
          <section>
            <para>The normal vector for the given parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Normal cannot be found for the given parameter value </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">The parameter of the point on the curve from which to get the normal </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.normal(System.Double)">
      <summary>
        <para>This method returns the normal at the given parameter value on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For degree 1 curves the normal is the vector at right angles to the curve that lies in the average plane of the curve. For higher degrees the normal is defined by the local curvature at param.</para>
        <para>
          <section>
            <para>The normal vector for the given parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Normal cannot be found for the given parameter value </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">The parameter of the point on the curve from which to get the normal </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.tangent(System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the tangent at the given parameter value on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting tangent vector is normalized.</para>
        <para>
          <section>
            <para>The tangent vector for the given parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Tangent cannot be found for the given parameter value </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">The parameter of the point on the curve from which to get the tangent </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.tangent(System.Double)">
      <summary>
        <para>This method returns the tangent at the given parameter value on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The resulting tangent vector is normalized.</para>
        <para>
          <section>
            <para>The tangent vector for the given parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Tangent cannot be found for the given parameter value </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">The parameter of the point on the curve from which to get the tangent </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getDerivativesAtParm(System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface at the given parameter returning the position, first derivative and optionally the seecond derivative. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derivatives are not normalized.</para>
      </remarks>
      <param name="param">U parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of the curve </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="space">Coordinate space for the returned vectors </param>
      <param name="dUU">Pointer to storage for the second order partial derivative with respect to u</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.getDerivativesAtParm(System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Evaluate the surface at the given parameter returning the position, first derivative and optionally the seecond derivative. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derivatives are not normalized.</para>
      </remarks>
      <param name="param">U parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of the curve </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="space">Coordinate space for the returned vectors </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isPlanar(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method determines if this curve is a planar curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If planeNormal is non-NULL then the normal to the plane containing this curve is returned in this location.</para>
      </remarks>
      <param name="planeNormal">Normal to the plane containing this curve </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.isPlanar()">
      <summary>
        <para>This method determines if this curve is a planar curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If planeNormal is non-NULL then the normal to the plane containing this curve is returned in this location.</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <param name="space">Specifies the coordinate system for this operation</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="paramAsStart">Boolean</param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <param name="space">Specifies the coordinate system for this operation</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="paramAsStart">Boolean</param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="paramAsStart">Boolean</param>
      <param name="param">pointer to a double. If non-null, on successful returns this will contain the parameter value of the returned point. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean)">
      <summary>
        <para>This method determines the closest point on the curve to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The point on the curve closest to the given point.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">The point to test </param>
      <param name="paramAsStart">Boolean</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.distanceToPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method determines the distance from the given point to closest point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">The point to calculate the distance to </param>
      <param name="space">Specifies the coordinate system for this operation </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.distanceToPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method determines the distance from the given point to closest point on the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="pt">The point to calculate the distance to </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.area(System.Double)">
      <summary>
        <para>This method returns the area bounded by this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The curve must be closed and planar.</para>
        <para>A value of 0.0 will be returned if area cannot be determined.</para>
      </remarks>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.area()">
      <summary>
        <para>This method returns the area bounded by this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The curve must be closed and planar.</para>
        <para>A value of 0.0 will be returned if area cannot be determined.</para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.length(System.Double)">
      <summary>
        <para>Return the arc length of this curve or 0.0 if it cannot be computed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="tolerance">The amount of error (epsilon value) in the calculation </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.length()">
      <summary>
        <para>Return the arc length of this curve or 0.0 if it cannot be computed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.findParamFromLength(System.Double)">
      <summary>
        <para>Given the length along the curve, find the parameter value that corresponds to it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the parameter value cannot be found for the given length then ReturnStatus is set to kInvalidParameter and the parameter for the end point of the curve is returned.</para>
        <para>
          <section>
            <para>The parameter value corrisponding to the given length. If a parameter cannot be found for the given length then the parameter for the end point of the curve is returned.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Parameter value cannot be found </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="partLength">Length along the curve to find parameter value at </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.updateCurve()">
      <summary>
        <para>This method signals that this curve has changed and needs to be recalculated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when a large number of CVs for the curve are being modified. Instead of updating the curve every time a CV is changed it is more efficient to call this method once after updating all of the CVs.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_form()">
      <returns>Returns a Form.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_degree()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_numCVs()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_numSpans()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_numKnots()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurve.get_hasHistoryOnCreate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.form">
      <summary>
        <para>This method returns the form of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The curve can be open, closed, or periodic.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MFnNurbsCurve::kOpen</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFnNurbsCurve::kClosed</ref>
                    </b>
                  </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MFnNurbsCurve::kPeriodic</ref>
                    </b>
                  </para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.degree">
      <summary>
        <para>Return the degree of this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the degree cannot be determined then 0 is returned.</para>
        <para>
          <section>
            <para>The degree of this curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The degree was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.numCVs">
      <summary>
        <para>Return the number of CVs for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the number of CVs cannot be determined then 0 is returned.</para>
        <para>
          <section>
            <para>The number of CVs for this curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The number of CVs was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.numSpans">
      <summary>
        <para>Return the number of spans for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the number of spans cannot be determined then 0 is returned.</para>
        <para>
          <section>
            <para>The number of spans for this curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The number of spans was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.numKnots">
      <summary>
        <para>Return the number of knots for this curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the number of knots cannot be determined then 0 is returned.</para>
        <para>
          <section>
            <para>The number of knots for this curve.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The number of knots was successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsCurve.hasHistoryOnCreate">
      <summary>
        <para>This method determines if the shape was created with history. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object that this function set is attached to is not a shape then this method will fail.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> shape has history </para>
                </item>
                <item>
                  <para>
                    <b>false</b> shape does not have history</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form">
      <summary>
        <para>Forms that a curve may take. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kOpen">
      <summary>
        <para>Ends are independent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kClosed">
      <summary>
        <para>Endpoints are coincident. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kPeriodic">
      <summary>
        <para>Ends overlap such that there is no break in tangency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form">
      <summary>
        <para>Forms that a curve may take. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kOpen">
      <summary>
        <para>Ends are independent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kClosed">
      <summary>
        <para>Endpoints are coincident. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kPeriodic">
      <summary>
        <para>Ends overlap such that there is no break in tangency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsCurve.Form.kLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsCurveData">
      <summary>
        <para>Nurbs Curve function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNurbsCurveData</ref> allows the creation and manipulation of NurbsCurve data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces Nurbs Curves, then this class is used to create data blocks into which Nurbs Curves can be constructed before being passed to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kNurbsCurve when data of this type is present.</para>
        <para>If a node is receiving a Nurbs Curve via an input attribute, the asNurbsCurve method of <ref>MDataHandle</ref> can be used to access that input Nurbs Curve.</para>
        <para>If a node is to create a Nurbs Curve and send it via an output attribute, a new <ref>MFnNurbsCurveData</ref> must be instantiated and then the create method called to build the actual data block as an <ref>MObject</ref>. This <ref>MObject</ref> should be passed to the <ref>MFnNurbsCurve::create</ref> method as the parentOrOwner parameter so that the Nurbs Curve will be constructed inside the data block. The <ref>MDataHandle::set</ref> routine is then used to pass the data block down the connection. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.getCPtr(Autodesk.Maya.OpenMaya.MFnNurbsCurveData)">
      <param name="obj">MFnNurbsCurveData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNurbsCurveData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNurbsCurveData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsCurveData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it with a data block capable of holding a Nurbs Curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurface">
      <summary>
        <para>NURBS surface function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the function set for NURBS (Non-Uniform Rational B-spline) surfaces.</para>
        <para>The shape of a NURBS surface is defined by an array of CVs (control vertices), an array of knot values in the U direction and an array of knot values in the V direction, a degree in U and in V, and a form in U and in V.</para>
        <para>The U and V knot vectors for NURBS surfaces are of size <b>(spansInU + 2*degreeInU -1)</b> and <b>(spansInV + 2*degreeInV -1)</b>. Note: spans = numCVs - degree.</para>
        <para>There are 3 possible "forms" for the surface in the U and V directions: <b>open</b>, <b>closed</b> and <b>periodic</b>. These forms are described below. Note that the descriptions below apply to both the U and V directions.</para>
        <para>The <b>open</b> and <b>closed</b> forms are quite similar, and in fact a closed surface will become and open surface if either the first or last CV is moved so that they are no longer coincident. To create an open or closed surface, of degree N, with M spans, you must provide M+N CVs. This implies that for a degree N surface, you must specify at least N+1 CVs to get a surface with a single span.</para>
        <para>The number of knots required for the surface is M + 2N - 1. If you want the surface to start exactly at the first CV and end exactly at the last CV, then the knot vector must be structured to have degree N "multiplicity" at the beginning and end. This means that the first N knots must be identical, and the last N knots must be identical.</para>
        <para>A <b>periodic</b> surface is a special case of a closed surface. Instead of having just the first and last CVs coincident, the last N CVs in the surface, where N is equal to the degree, overlap the first N CVs. This results in a surface with no tangent break where the ends meet. The last N CVs in a periodic surface are permanently bound to the first N CVs, and Maya will not allow those last N CVs to be repositioned. If one or more of the first N CVs of the surface are repositioned, the overlapping CV's will remain bound, and will also be moved.</para>
        <para>In order to create a periodic surface, you must specify at least 2N+1 CVs, so that that last N can overlap the first N and you still have 1 non-overlapping CV left. The number of CVs required to create a periodic surface is still N+M (with a lower limit of 2N+1), but you must ensure that the positions of the last N CVs are identical to the positions of the first N.</para>
        <para>You still need M + 2N - 1 knots for a periodic surface, but the knot values required are more restrictive than for open or closed surfaces because of the overlap of the last N CVs. The first N knots should be specified at the beginning of the knot array as values { -(N-1), -(N-2), ... 0 } in order to implement the overlap. Additionally there can be no knot multiplicity at the end of the surface, because that would compromise the tangent continuity property.</para>
        <para>
          <b>Managing different knot representations in external applications</b>
        </para>
        <para>Note that some third party applications use a different format for knots, where the number of knots required for a surface is M+2N+1 rather than M+2N-1 as used in Maya. Both knot representations are equivalent mathematically. To convert from one of these external representations into the Maya representation, simply omit the first and last knots from the external representation when creating the Maya representation. To convert from the Maya representation into the external representation, add two new knots at the beginning and end of the Maya knot sequence. The value of these new knots depends on the existing knot sequence. For a knot sequence with multiple end knots, simply duplicate the existing first and last knots once more, for example:</para>
        <para>Maya representation: {0,0,0,...,N,N,N} External representation: {0,0,0,0,...,N,N,N,N}</para>
        <para>For a knot sequence with uniform end knots, create the new knots offset at an interval equal to the existing first and last knot intervals, for example:</para>
        <para>Maya representation: {0,1,2,...,N,N+1,N+2} External representation: {-1,0,1,2,...,N,N+1,N+2,N+3} </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_degreeV()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numSpansInU()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numSpansInV()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numNonZeroSpansInU()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numNonZeroSpansInV()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numCVsInU()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numCVsInV()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numKnotsInU()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numKnotsInV()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_isFoldedOnBispan()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_hasHistoryOnCreate()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_isTrimmedSurface()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numPatches()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numPatchesInU()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numPatchesInV()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_numUVs()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_dataObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getCPtr(Autodesk.Maya.OpenMaya.MFnNurbsSurface)">
      <param name="obj">MFnNurbsSurface</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNurbsSurface</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNurbsSurface". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.create(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsSurface+Form,Autodesk.Maya.OpenMaya.MFnNurbsSurface+Form,System.Boolean,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a nurbs surface from the specified data and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kNurbsSurfaceData then the created surface will be of type kNurbsSurfaceGeom and will be returned. The parentOrOwner will become the owner of the new surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new surface will be returned and the parentOrOwner will become its parent.</para>
        <para>Note that the knot vectors must be of length <em>spans + 2*degree - 1</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kNurbsSurfaceData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameters were specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidForm</b> Form was not one of the <ref>MFnNurbsSurface::Form</ref> types </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidNumberOfCVs</b> Number of CVs doesn't match the number of knots. The number of CVs must be (numberOfUSpans+degreeInU)*(numberOfVSpans+degreeInV) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidNumberOfKnots</b> Number of knots in one direction is zero. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNotEnoughSpans</b> Number of spans in one direction is zero. It should be (numberOfKnotsInU-(2*degreeInU)+1) or (numberOfKnotsInV-(2*degreeInV)+1) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kDecreasingKnots</b> Knot vector was found to be decreasing. eg. (0,0,0,1,1,0.9) It should be non-decreasing, ie. same or increasing is okay, eg. (0,0,0,1,1,1.1) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kKnotMultiplicityTooHigh</b> Knot vector has more than more than "degree" knots that are the same. It should have at most "degree" knots that are the same. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="controlVertices">an array of control vertices </param>
      <param name="uKnotSequences">an array of U knot values </param>
      <param name="vKnotSequences">an array of V knot values </param>
      <param name="degreeInU">degree of first set of basis functions </param>
      <param name="degreeInV">degree of second set of basis functions </param>
      <param name="formU">open, closed, periodic in U </param>
      <param name="formV">open, closed, periodic in V </param>
      <param name="createRational">create as rational (true) or non-rational (false) surface </param>
      <param name="parentOrOwner">specifies what to do with the surface. If a DAG object or NULL is given then a transform will be created for the new surface and placed under the specified (optional)parent. If kNurbsSurfaceData is given then the surface will become its data. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.create(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MFnNurbsSurface+Form,Autodesk.Maya.OpenMaya.MFnNurbsSurface+Form,System.Boolean)">
      <summary>
        <para>Creates a nurbs surface from the specified data and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kNurbsSurfaceData then the created surface will be of type kNurbsSurfaceGeom and will be returned. The parentOrOwner will become the owner of the new surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new surface will be returned and the parentOrOwner will become its parent.</para>
        <para>Note that the knot vectors must be of length <em>spans + 2*degree - 1</em>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kNurbsSurfaceData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameters were specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidForm</b> Form was not one of the <ref>MFnNurbsSurface::Form</ref> types </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidNumberOfCVs</b> Number of CVs doesn't match the number of knots. The number of CVs must be (numberOfUSpans+degreeInU)*(numberOfVSpans+degreeInV) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidNumberOfKnots</b> Number of knots in one direction is zero. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNotEnoughSpans</b> Number of spans in one direction is zero. It should be (numberOfKnotsInU-(2*degreeInU)+1) or (numberOfKnotsInV-(2*degreeInV)+1) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kDecreasingKnots</b> Knot vector was found to be decreasing. eg. (0,0,0,1,1,0.9) It should be non-decreasing, ie. same or increasing is okay, eg. (0,0,0,1,1,1.1) </para>
                </item>
                <item>
                  <para>
                    <b>MS::kKnotMultiplicityTooHigh</b> Knot vector has more than more than "degree" knots that are the same. It should have at most "degree" knots that are the same. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="controlVertices">an array of control vertices </param>
      <param name="uKnotSequences">an array of U knot values </param>
      <param name="vKnotSequences">an array of V knot values </param>
      <param name="degreeInU">degree of first set of basis functions </param>
      <param name="degreeInV">degree of second set of basis functions </param>
      <param name="formU">open, closed, periodic in U </param>
      <param name="formV">open, closed, periodic in V </param>
      <param name="createRational">create as rational (true) or non-rational (false) surface </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.copy(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kNurbsSurfaceData then the created surface will be of type kNurbsSurfaceGeom and will be returned. The parentOrOwner will become the owner of the new surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kNurbsSurfaceData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Surface was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating surface </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the surface to be copied </param>
      <param name="parentOrOwner">the DAG parent or kNurbsSurfaceData the new surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.copy(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kNurbsSurfaceData then the created surface will be of type kNurbsSurfaceGeom and will be returned. The parentOrOwner will become the owner of the new surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kNurbsSurfaceData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Surface was successfully created </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error creating surface </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the surface to be copied </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.cv(System.UInt32,System.UInt32)">
      <summary>
        <para>Returns a component for the specified CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more CVs and are usefull in operating on groups of non-contiguous CVs for a curve or surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The cv component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid CV indicies specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexU">U index of CV </param>
      <param name="indexV">V index of CV </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.cvsInU(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Returns a component for the specified CVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more CVs and are usefull in operating on groups of non-contiguous CVs for a curve or surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The component for the CVs on the given U direction.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid CV indicies specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startIndex">start CV index in U </param>
      <param name="endIndex">end CV index in U </param>
      <param name="rowIndex">row index </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.cvsInV(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Returns a component for the specified CVs on the given V direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Components are used to specify one or more CVs and are usefull in operating on groups of non-contiguous CVs for a curve or surface. Components do not contain any information about the surface that they refer to so an <ref>MDagPath</ref> must be specified when dealing with components.</para>
        <para>
          <section>
            <para>The component for the CVs</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid CV indicies specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startIndex">start CV index in V </param>
      <param name="endIndex">end CV index in V </param>
      <param name="rowIndex">row index </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getCVs(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the positions of the CVs on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned group can be accessed via the <b><ref>MPointArray</ref></b> class. <ref>numCVsInU()</ref> * <ref>numCVsInV()</ref> points will be returned. Converting from uIndex, vIndex is done by "index = numCVsInV() * uIndex + vIndex".</para>
        <para>Any modifications to these CVs will not affect this surface. <b>setCVs</b> should be called to modify the original surface. <b>updateSurface</b> should be called to cause the surface to redraw itself.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">the array of point values for the CVs </param>
      <param name="space">specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getCVs(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Get the positions of the CVs on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned group can be accessed via the <b><ref>MPointArray</ref></b> class. <ref>numCVsInU()</ref> * <ref>numCVsInV()</ref> points will be returned. Converting from uIndex, vIndex is done by "index = numCVsInV() * uIndex + vIndex".</para>
        <para>Any modifications to these CVs will not affect this surface. <b>setCVs</b> should be called to modify the original surface. <b>updateSurface</b> should be called to cause the surface to redraw itself.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">the array of point values for the CVs </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setCVs(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the CVs for this surface to the given points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>numCVsInU()</ref> * <ref>numCVsInV()</ref> points must be provided. Converting from uIndex, vIndex is done by "index = numCVsInV() * uIndex + vIndex".</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of CVs passed in is correct. It is up to the caller to ensure that the CVs provide a valid surface, for example by ensuring that overlapping CVs in periodic surfaces have the same positions.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">The array of point values of the CVs </param>
      <param name="space">specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setCVs(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Set the CVs for this surface to the given points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>numCVsInU()</ref> * <ref>numCVsInV()</ref> points must be provided. Converting from uIndex, vIndex is done by "index = numCVsInV() * uIndex + vIndex".</para>
        <para>To keep this method as fast as possible, no checking of the data is performed beyond ensuring that the total number of CVs passed in is correct. It is up to the caller to ensure that the CVs provide a valid surface, for example by ensuring that overlapping CVs in periodic surfaces have the same positions.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">The array of point values of the CVs </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getCV(System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the location of the specified CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexU">U index of CV </param>
      <param name="indexV">V index of CV </param>
      <param name="pnt">storage for the CV location </param>
      <param name="space">coordinate space for the CV</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getCV(System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Get the location of the specified CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexU">U index of CV </param>
      <param name="indexV">V index of CV </param>
      <param name="pnt">storage for the CV location </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setCV(System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the location of the specified CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the surface is periodic then overlapping CVs will be ignored, that is, only indices in U and V that are less that the number of spans in U and V respectively will be considered.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexU">U index of CV </param>
      <param name="indexV">V index of CV </param>
      <param name="pnt">MPoint</param>
      <param name="space">coordinate space for the CV</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setCV(System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the location of the specified CV. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the surface is periodic then overlapping CVs will be ignored, that is, only indices in U and V that are less that the number of spans in U and V respectively will be considered.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexU">U index of CV </param>
      <param name="indexV">V index of CV </param>
      <param name="pnt">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isKnotU(System.Double)">
      <summary>
        <para>Check if the specified parameter value is a knot value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the parameter value is a knot value, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knot value is out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">parameter value to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isKnotV(System.Double)">
      <summary>
        <para>Check if the specified parameter value is a knot value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the parameter value is a knot value, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knot value is out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">parameter value to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isParamOnSurface(System.Double,System.Double)">
      <summary>
        <para>Check if the specified parameter is on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the parameter value on this surface, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramU">U parameter value </param>
      <param name="paramV">V parameter value </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getKnotDomain(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Returns the maximum and minimum U and V paramter values for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startU">Start U parameter value </param>
      <param name="endU">End U parameter value </param>
      <param name="startV">Start V parameter value </param>
      <param name="endV">End V parameter value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getKnotsInU(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Get the knots along the U direction for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Storage for the knot values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getKnotsInV(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Get the knots along the V direction for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Storage for the knot values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setKnotsInU(Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the specified U knot values for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knots are in decreasing order or the knot index values are invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">The knot values to be set </param>
      <param name="startIndex">The start knot index </param>
      <param name="endIndex">The end knot index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setKnotsInV(Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the specified V knot values for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knots are in decreasing order or the knot index values are invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">The knot values to be set </param>
      <param name="startIndex">The start knot index </param>
      <param name="endIndex">The end knot index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.knotInU(System.UInt32)">
      <summary>
        <para>Retrieve the given knot value from this surface at the specified U index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knots are indexed from 0 to numKnots-1.</para>
        <para>
          <section>
            <para>The knot value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The U index of the knot value to get </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.knotInV(System.UInt32)">
      <summary>
        <para>Retrieve the given knot value from this surface at the specified V index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knots are indexed from 0 to numKnots-1.</para>
        <para>
          <section>
            <para>The knot value</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The V index of the knot value to get </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setKnotInU(System.UInt32,System.Double)">
      <summary>
        <para>Set the value of the given existing knot at the specified U index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knots are indexed from 0 to numKnots-1. Note that this routine does not insert a new knot, it simply changes the value of a knot that already exists.</para>
        <para>If a knot value is set that breaks the non-decreasing requirement for the knot array, the knot value will be changed and a kInvalidParameter error will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knot index out of range or new knot value breaks the non-decreasing requirement for the knot array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The U index of the existing knot to be set </param>
      <param name="param">The new parameter value for the knot</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setKnotInV(System.UInt32,System.Double)">
      <summary>
        <para>Set the value of the given existing knot at the specified V index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Knots are indexed from 0 to numKnots-1. Note that this routine does not insert a new knot, it simply changes the value of a knot that already exists.</para>
        <para>If a knot value is set that breaks the non-decreasing requirement for the knot array, the knot value will be changed and a kInvalidParameter error will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Knot index out of range or new knot value breaks the non-decreasing requirement for the knot array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">The V index of the existing knot to be set </param>
      <param name="param">The new value for the knot</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeKnotInU(System.Double,System.Boolean)">
      <summary>
        <para>Remove the U knot(s) at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are multiple knots at this parameter then removeAll is used to specify how to do the removal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed </param>
      <param name="removeAll">If true then remove all the knots at the given parameter, otherwise remove all except one knot</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeKnotInU(System.Double)">
      <summary>
        <para>Remove the U knot(s) at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are multiple knots at this parameter then removeAll is used to specify how to do the removal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeKnotInV(System.Double,System.Boolean)">
      <summary>
        <para>Remove the V knot(s) at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are multiple knots at this parameter then removeAll is used to specify how to do the removal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed </param>
      <param name="removeAll">If true then remove all the knots at the given parameter, otherwise remove all except one knot</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeKnotInV(System.Double)">
      <summary>
        <para>Remove the V knot(s) at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are multiple knots at this parameter then removeAll is used to specify how to do the removal.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeOneKnotInU(System.Double)">
      <summary>
        <para>Remove one U knot at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.removeOneKnotInV(System.Double)">
      <summary>
        <para>Remove one V knot at the specified parameter value from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParam">Parameter of knot to be removed</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.normal(System.Double,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the normal at the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normal vector</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Error getting normal. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter at which to obtain normal </param>
      <param name="paramInV">V parameter at which to obtain normal </param>
      <param name="space">Coordinate space for the returned vector </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.normal(System.Double,System.Double)">
      <summary>
        <para>Retrieve the normal at the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normal vector</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Error getting normal. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter at which to obtain normal </param>
      <param name="paramInV">V parameter at which to obtain normal </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getTangents(System.Double,System.Double,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Retrieve the tangents in the U and V directions at the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned tangent vectors are normalized.</para>
        <para>This method does not fail if the given parameter lies within a trimmed away region of a trimmed surface. Use the 'isPointInTrimmedRegion' method to determine if the uv point lies within such a region.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Error getting tangents. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value at which to obtain tangents </param>
      <param name="paramInV">V parameter value at which to obtain tangents </param>
      <param name="vectorInU">Storage for the U tangent vector </param>
      <param name="vectorInV">Storage for the V tangent vector </param>
      <param name="space">Coordinate space for the returned vectors</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getTangents(System.Double,System.Double,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Retrieve the tangents in the U and V directions at the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned tangent vectors are normalized.</para>
        <para>This method does not fail if the given parameter lies within a trimmed away region of a trimmed surface. Use the 'isPointInTrimmedRegion' method to determine if the uv point lies within such a region.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Error getting tangents. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value at which to obtain tangents </param>
      <param name="paramInV">V parameter value at which to obtain tangents </param>
      <param name="vectorInU">Storage for the U tangent vector </param>
      <param name="vectorInV">Storage for the V tangent vector </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getDerivativesAtParm(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface at the given (u,v) coordinate returning position, first derivatives and optionally second derivative information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned derivative vectors are not normalized. If either dUU, dVV, or dUV is set to NULL, the second derivatives will not be computed and execution time wil be faster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Parameters do not define a point on the surface </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value to evaluate </param>
      <param name="paramInV">V parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of (u,v) </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="dV">Storage for the first order partial derivative with respect to v </param>
      <param name="space">Coordinate space for the returned vectors </param>
      <param name="dUU">Pointer to storage for the second order partial derivative with respect to u </param>
      <param name="dVV">Pointer to storage for the second order partial derivative with respect to v </param>
      <param name="dUV">Pointer to storage for the second order partial derivative with respect to u then v</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getDerivativesAtParm(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface at the given (u,v) coordinate returning position, first derivatives and optionally second derivative information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned derivative vectors are not normalized. If either dUU, dVV, or dUV is set to NULL, the second derivatives will not be computed and execution time wil be faster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Parameters do not define a point on the surface </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value to evaluate </param>
      <param name="paramInV">V parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of (u,v) </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="dV">Storage for the first order partial derivative with respect to v </param>
      <param name="space">Coordinate space for the returned vectors </param>
      <param name="dUU">Pointer to storage for the second order partial derivative with respect to u </param>
      <param name="dVV">Pointer to storage for the second order partial derivative with respect to v </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getDerivativesAtParm(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface at the given (u,v) coordinate returning position, first derivatives and optionally second derivative information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned derivative vectors are not normalized. If either dUU, dVV, or dUV is set to NULL, the second derivatives will not be computed and execution time wil be faster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Parameters do not define a point on the surface </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value to evaluate </param>
      <param name="paramInV">V parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of (u,v) </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="dV">Storage for the first order partial derivative with respect to v </param>
      <param name="space">Coordinate space for the returned vectors </param>
      <param name="dUU">Pointer to storage for the second order partial derivative with respect to u </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getDerivativesAtParm(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Evaluate the surface at the given (u,v) coordinate returning position, first derivatives and optionally second derivative information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The returned derivative vectors are not normalized. If either dUU, dVV, or dUV is set to NULL, the second derivatives will not be computed and execution time wil be faster.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Parameters do not define a point on the surface </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramInU">U parameter value to evaluate </param>
      <param name="paramInV">V parameter value to evaluate </param>
      <param name="pos">Storage for the XYZ position of (u,v) </param>
      <param name="dU">Storage for the first order partial derivative with respect to u </param>
      <param name="dV">Storage for the first order partial derivative with respect to v </param>
      <param name="space">Coordinate space for the returned vectors </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.area(System.Double)">
      <summary>
        <para>Calculates the surface area of this nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A value of 0.0 will be returned if the area cannot be determined successfully.</para>
        <para>
          <section>
            <para>The area of this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="tolerance">tolerance value to be used for computations </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.area()">
      <summary>
        <para>Calculates the surface area of this nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A value of 0.0 will be returned if the area cannot be determined successfully.</para>
        <para>
          <section>
            <para>The area of this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.area(Autodesk.Maya.OpenMaya.MSpace+Space,System.Double)">
      <summary>
        <para>Calculates the surface area of this nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A value of 0.0 will be returned if the area cannot be determined successfully.</para>
        <para>
          <section>
            <para>The area of this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Space</param>
      <param name="tolerance">tolerance value to be used for computations </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.area(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Calculates the surface area of this nurbs surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A value of 0.0 will be returned if the area cannot be determined successfully.</para>
        <para>
          <section>
            <para>The area of this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">Space</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <param name="tolerance">Tolerance value to be used for computations. </param>
      <param name="space">Coordinate space in which perform this operation, </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean,System.Double)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <param name="tolerance">Tolerance value to be used for computations. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double&amp;,System.Boolean,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramAsStart">Boolean</param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <param name="tolerance">Tolerance value to be used for computations. </param>
      <param name="space">Coordinate space in which perform this operation, </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double&amp;,System.Boolean,System.Double)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramAsStart">Boolean</param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <param name="tolerance">Tolerance value to be used for computations. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramAsStart">Boolean</param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <param name="ignoreTrimBoundaries">If this is true and the surface is trimmed, look for the point on the entire, untrimmed surface ignoring any trim curves. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.closestPoint(Autodesk.Maya.OpenMaya.MPoint,System.Boolean,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the closest point on this surface to the given point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The closest point on this surface to the given point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="toThisPoint">Point to be compared. </param>
      <param name="paramAsStart">Boolean</param>
      <param name="paramU">U parameter value of the closest point. Ignored if null. </param>
      <param name="paramV">V parameter value of the closest point. Ignored if null. </param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isPointOnSurface(Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Check if the given point is on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the given point is on this surface, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">Point to test </param>
      <param name="tolerance">tolerance value to be used for computations </param>
      <param name="space">Coordinate space for this operation </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isPointOnSurface(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>Check if the given point is on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the given point is on this surface, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">Point to test </param>
      <param name="tolerance">tolerance value to be used for computations </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isPointOnSurface(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Check if the given point is on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the given point is on this surface, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">Point to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="atThisPoint">MPoint</param>
      <param name="paramU">Double&amp;</param>
      <param name="paramV">Double&amp;</param>
      <param name="space">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="atThisPoint">MPoint</param>
      <param name="paramU">Double&amp;</param>
      <param name="paramV">Double&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space,System.Double)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="atThisPoint">MPoint</param>
      <param name="paramU">Double&amp;</param>
      <param name="paramV">Double&amp;</param>
      <param name="ignoreTrimBoundaries">Boolean</param>
      <param name="space">Space</param>
      <param name="tolerance">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="atThisPoint">MPoint</param>
      <param name="paramU">Double&amp;</param>
      <param name="paramV">Double&amp;</param>
      <param name="ignoreTrimBoundaries">Boolean</param>
      <param name="space">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getParamAtPoint(Autodesk.Maya.OpenMaya.MPoint,System.Double&amp;,System.Double&amp;,System.Boolean)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="atThisPoint">MPoint</param>
      <param name="paramU">Double&amp;</param>
      <param name="paramV">Double&amp;</param>
      <param name="ignoreTrimBoundaries">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getPointAtParam(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Finds the point corresponding to the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does not fail if the given parameter lies within a trimmed away region of a trimmed surface. Use the 'isPointInTrimmedRegion' method to determine if the uv point lies within such a region.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramU">U parameter value </param>
      <param name="paramV">V parameter value </param>
      <param name="point">storage for the found point </param>
      <param name="space">Coordinate space in which to perform this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getPointAtParam(System.Double,System.Double,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Finds the point corresponding to the given parameter value on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does not fail if the given parameter lies within a trimmed away region of a trimmed surface. Use the 'isPointInTrimmedRegion' method to determine if the uv point lies within such a region.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramU">U parameter value </param>
      <param name="paramV">V parameter value </param>
      <param name="point">storage for the found point </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.distanceToPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the distance from the given point to the closest point on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance to the given point from this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pt">Point to calculate distance from </param>
      <param name="space">Coordinate space for which to perform operation </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.distanceToPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Returns the distance from the given point to the closest point on the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance to the given point from this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Cannot do world space transform. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pt">Point to calculate distance from </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.tesselate(Autodesk.Maya.OpenMaya.MTesselationParams,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type of tesselation can be controlled by providing the tesselation parameters (see <ref>MTesselationParams</ref>).</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parms">Tesselation parameters </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new mesh will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.tesselate(Autodesk.Maya.OpenMaya.MTesselationParams)">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type of tesselation can be controlled by providing the tesselation parameters (see <ref>MTesselationParams</ref>).</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parms">Tesselation parameters </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.tesselate()">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type of tesselation can be controlled by providing the tesselation parameters (see <ref>MTesselationParams</ref>).</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,System.Double&amp;,System.Boolean,System.Boolean&amp;)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distance">Distance of intersection point from startPoint. Ignored if 'calculateDistance' is false. </param>
      <param name="calculateExactHit">Specifies whether to determine if the point of intersection actually hit the object or just came within tolerance of it. </param>
      <param name="wasExactHit">Returns true if the point of intersection is an exact hit, false otherwise. Ignored if 'calculateExactHit' if false. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,System.Double&amp;,System.Boolean)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distance">Distance of intersection point from startPoint. Ignored if 'calculateDistance' is false. </param>
      <param name="calculateExactHit">Specifies whether to determine if the point of intersection actually hit the object or just came within tolerance of it. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,System.Double&amp;)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distance">Distance of intersection point from startPoint. Ignored if 'calculateDistance' is false. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPoint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean,System.Boolean&amp;)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distances">MDoubleArray</param>
      <param name="calculateExactHit">Specifies whether to determine if the point of intersection actually hit the object or just came within tolerance of it. </param>
      <param name="wasExactHit">Returns true if the point of intersection is an exact hit, false otherwise. Ignored if 'calculateExactHit' if false. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distances">MDoubleArray</param>
      <param name="calculateExactHit">Specifies whether to determine if the point of intersection actually hit the object or just came within tolerance of it. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <param name="distances">MDoubleArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <param name="calculateDistance">Specifies whether to calculate the distance of the startPoint to the point of intersection </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <param name="space">Specifies the coordinate system for this operation. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <param name="tolerance">The epsilon value in the calculation. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.intersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>This function determines the closest point of intersection of this spline surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if an intersection point has been found, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test. </param>
      <param name="alongThisDirection">Direction of ray to test. </param>
      <param name="u">U parameter of intersection (if any). </param>
      <param name="v">V parameter of intersection (if any). </param>
      <param name="intersectionData">MPointArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.updateSurface()">
      <summary>
        <para>This method signals that this surface has changed and needs to be recalculated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when a large number of CVs for the surface are being modified. Instead of updating the surface every time a CV is changed it is more efficient to call this method once after updating all of the CVs.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numRegions()">
      <summary>
        <para>Returns the number of trimmed regions for this surface or 0 if the surface is not a trimmed surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each region there may be several boundary curves, an outer curve and possibly several inner boundary curves which define holes. These boundary curves are made up of one or more curves called edges.</para>
        <para>
          <section>
            <para>The number of regions for this surface</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isFlipNorm(System.UInt32)">
      <summary>
        <para>Determines whether the normal for the specified region is flipped. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is only valid for trimmed surfaces.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> normal = -dS/du X dS/dv </para>
                </item>
                <item>
                  <para>
                    <b>false</b> normal = dS/du X dS/dv</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">Trimmed region to check. Must be in the range 0 to numRegions() - 1. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numBoundaries(System.UInt32)">
      <summary>
        <para>Returns the number of boudaries for the specified region. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The surface must be a trimmed surface.</para>
        <para>For each region there may be several boundary curves, an outer curve and possibly several inner boundary curves which define holes. These boundary curves are made up of one or more curves called edges.</para>
        <para>
          <section>
            <para>The number of boundaries for the specified region</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">The trimmed region to examine </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.boundaryType(System.UInt32,System.UInt32)">
      <summary>
        <para>Returns the type of the specified boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The surface must be a trimmed surface.</para>
        <para>Possible boundary types are Inner, kOuter, kSegment, kClosedSegment, and kInvalidBoundary</para>
        <para>
          <section>
            <para>The boundary type: <list type="bullet"><item><para><b>kInner</b> an inner boundary, clockwise </para></item><item><para><b>kOuter</b> an outer boundary, counter clockwise </para></item><item><para><b>kSegment</b> a boundary segment (a curve on face) </para></item><item><para><b>kClosedSegment</b> a closed boundary segment (a closed curve on face) </para></item><item><para><b>kInvalidBoundary</b> an invalid boundary type</para></item></list></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">the region to examine </param>
      <param name="boundary">the boundary to examine </param>
      <returns>Returns a BoundaryType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numEdges(System.UInt32,System.UInt32)">
      <summary>
        <para>Return the number of edges for the specified trim boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each region there may be several boundary curves, an outer curve and possibly several inner boundary curves which define holes. These boundary curves are made up of one or more curves called edges.</para>
        <para>
          <section>
            <para>The number of edges for the specified boundary</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">Region to examine </param>
      <param name="boundary">Boundary to examine </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.edge(System.UInt32,System.UInt32,System.UInt32,System.Boolean)">
      <summary>
        <para>Return the specified edge of a trim boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each region of a trimmed surface there may be several boundary curves; an outer curve and possibly several inner boundary curves (which define holes). These boundary curves are made up of one or more curves called edges. The edge is returned as an <ref>MObjectArray</ref> as the edge may consist of more than one curve. The returned edge, or trim curve, can be a 2D parameter edge or a 3D edge curve. To identify an edge you must specify the trimmed region, the boundary of that region, and the edge of that boundary.</para>
        <para>Note that for closed surfaces some of the 3d edges may be 0 length in which case an empty <ref>MObjectArray</ref> is returned. An example of this is the poles of a sphere.</para>
        <para>
          <section>
            <para>A curve for the specified edge</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid region, boundary or edge </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">the trimmed region containing the edge </param>
      <param name="boundary">the boundary to examine </param>
      <param name="edge">the boundary edge to examine </param>
      <param name="paramEdge">if true then 2D param edges are returned, otherwise a 3D edge is returned. </param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.edge(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Return the specified edge of a trim boundary. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each region of a trimmed surface there may be several boundary curves; an outer curve and possibly several inner boundary curves (which define holes). These boundary curves are made up of one or more curves called edges. The edge is returned as an <ref>MObjectArray</ref> as the edge may consist of more than one curve. The returned edge, or trim curve, can be a 2D parameter edge or a 3D edge curve. To identify an edge you must specify the trimmed region, the boundary of that region, and the edge of that boundary.</para>
        <para>Note that for closed surfaces some of the 3d edges may be 0 length in which case an empty <ref>MObjectArray</ref> is returned. An example of this is the poles of a sphere.</para>
        <para>
          <section>
            <para>A curve for the specified edge</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid region, boundary or edge </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="region">the trimmed region containing the edge </param>
      <param name="boundary">the boundary to examine </param>
      <param name="edge">the boundary edge to examine </param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isPointInTrimmedRegion(System.Double,System.Double)">
      <summary>
        <para>Returns true if the given point is in a trimmed away region of a trimmed surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A trimmed away region is the part of the surface that is cut away as a result of a trim operation.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the point on surface is within a trimmed away region, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameters were specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="u">u parameter of point on surface to test </param>
      <param name="v">v parameter of point on surface to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getTrimBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.UInt32,System.Boolean)">
      <summary>
        <para>Returns all trim boundaries of a region on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">All trim boundaries of the given region in this surface. </param>
      <param name="region">the trimmed region that containing the boundaries </param>
      <param name="paramEdge">If true, then 2D curves are returned, otherwise 3D curves.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getTrimBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.UInt32)">
      <summary>
        <para>Returns all trim boundaries of a region on this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">All trim boundaries of the given region in this surface. </param>
      <param name="region">the trimmed region that containing the boundaries </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trimWithBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.Boolean,System.Double,System.Double,System.Boolean)">
      <summary>
        <para>This function trims this surface with given trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: The curves specified in the <ref>MTrimBoundaryArray</ref> are in UV space. As a result, they must be 2D curves. The <ref>MFnNurbsCurve</ref> functionset provides a method for creating 2D curves.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mBoundaries">The boundaries used for the trim. A boundary may consist of several curves. They must present a closed boundary, must be in UV (parameter) space, and must be on the surface. Boundaries[0] is the outer boundary which goes counterclockwise around the surface normal. All other boundaries must be inner boundaries inside the outer boundary defined region. A clockwise inner boundary defines a hole. Boundaries[0] can be empty. In this case, the native boundary is used as outer boundary. The boundaries should not intersect to each other or to itself. </param>
      <param name="flipNormal">Whether to flip the trimmed surface normal </param>
      <param name="e_tol">The 3d edge tolerance with which to trim </param>
      <param name="pe_tol">The parameter edge tolerance with which to trim </param>
      <param name="createNewRegion">Whether to create a new region on the trimmed surface. A region is a disjoint area of a trimmed surface.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trimWithBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.Boolean,System.Double,System.Double)">
      <summary>
        <para>This function trims this surface with given trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: The curves specified in the <ref>MTrimBoundaryArray</ref> are in UV space. As a result, they must be 2D curves. The <ref>MFnNurbsCurve</ref> functionset provides a method for creating 2D curves.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mBoundaries">The boundaries used for the trim. A boundary may consist of several curves. They must present a closed boundary, must be in UV (parameter) space, and must be on the surface. Boundaries[0] is the outer boundary which goes counterclockwise around the surface normal. All other boundaries must be inner boundaries inside the outer boundary defined region. A clockwise inner boundary defines a hole. Boundaries[0] can be empty. In this case, the native boundary is used as outer boundary. The boundaries should not intersect to each other or to itself. </param>
      <param name="flipNormal">Whether to flip the trimmed surface normal </param>
      <param name="e_tol">The 3d edge tolerance with which to trim </param>
      <param name="pe_tol">The parameter edge tolerance with which to trim </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trimWithBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.Boolean,System.Double)">
      <summary>
        <para>This function trims this surface with given trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: The curves specified in the <ref>MTrimBoundaryArray</ref> are in UV space. As a result, they must be 2D curves. The <ref>MFnNurbsCurve</ref> functionset provides a method for creating 2D curves.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mBoundaries">The boundaries used for the trim. A boundary may consist of several curves. They must present a closed boundary, must be in UV (parameter) space, and must be on the surface. Boundaries[0] is the outer boundary which goes counterclockwise around the surface normal. All other boundaries must be inner boundaries inside the outer boundary defined region. A clockwise inner boundary defines a hole. Boundaries[0] can be empty. In this case, the native boundary is used as outer boundary. The boundaries should not intersect to each other or to itself. </param>
      <param name="flipNormal">Whether to flip the trimmed surface normal </param>
      <param name="e_tol">The 3d edge tolerance with which to trim </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trimWithBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray,System.Boolean)">
      <summary>
        <para>This function trims this surface with given trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: The curves specified in the <ref>MTrimBoundaryArray</ref> are in UV space. As a result, they must be 2D curves. The <ref>MFnNurbsCurve</ref> functionset provides a method for creating 2D curves.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mBoundaries">The boundaries used for the trim. A boundary may consist of several curves. They must present a closed boundary, must be in UV (parameter) space, and must be on the surface. Boundaries[0] is the outer boundary which goes counterclockwise around the surface normal. All other boundaries must be inner boundaries inside the outer boundary defined region. A clockwise inner boundary defines a hole. Boundaries[0] can be empty. In this case, the native boundary is used as outer boundary. The boundaries should not intersect to each other or to itself. </param>
      <param name="flipNormal">Whether to flip the trimmed surface normal </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trimWithBoundaries(Autodesk.Maya.OpenMaya.MTrimBoundaryArray)">
      <summary>
        <para>This function trims this surface with given trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NOTE: The curves specified in the <ref>MTrimBoundaryArray</ref> are in UV space. As a result, they must be 2D curves. The <ref>MFnNurbsCurve</ref> functionset provides a method for creating 2D curves.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mBoundaries">The boundaries used for the trim. A boundary may consist of several curves. They must present a closed boundary, must be in UV (parameter) space, and must be on the surface. Boundaries[0] is the outer boundary which goes counterclockwise around the surface normal. All other boundaries must be inner boundaries inside the outer boundary defined region. A clockwise inner boundary defines a hole. Boundaries[0] can be empty. In this case, the native boundary is used as outer boundary. The boundaries should not intersect to each other or to itself. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.projectCurve(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MVector,System.Boolean)">
      <summary>
        <para>Project the given curve onto this surface creating a curve on surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Projection will be done using the surface normals unless a direction vector to project along is given.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">curve to be projected </param>
      <param name="direction">direction of projection. If this is null then the surface normals is used </param>
      <param name="constructionHistory">keep construction history</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.projectCurve(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Project the given curve onto this surface creating a curve on surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Projection will be done using the surface normals unless a direction vector to project along is given.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">curve to be projected </param>
      <param name="direction">direction of projection. If this is null then the surface normals is used </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.projectCurve(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Project the given curve onto this surface creating a curve on surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Projection will be done using the surface normals unless a direction vector to project along is given.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curve">curve to be projected </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trim(Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,System.Boolean)">
      <summary>
        <para>Trim this surface to its curves on surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Regions which are kept are specified by passing in two arrays of u,v parameters.</para>
        <para>This method will create a new trimmed surface in the DAG. The surface attached to this function set will remain unchanged.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="locatorU">array of U parameters indicating regions to keep </param>
      <param name="locatorV">array of V parameters indicating regions to keep </param>
      <param name="constructionHistory">keep construction history</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.trim(Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Trim this surface to its curves on surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Regions which are kept are specified by passing in two arrays of u,v parameters.</para>
        <para>This method will create a new trimmed surface in the DAG. The surface attached to this function set will remain unchanged.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="locatorU">array of U parameters indicating regions to keep </param>
      <param name="locatorV">array of V parameters indicating regions to keep </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Sets all of the texture coordinates (uvs) for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv arrays must be of equal size and must be at least of length <ref>numUVs()</ref>. If the arrays are larger than <ref>numUVs()</ref> then the uv list for this surface will be grown to accommodate the new uv values.</para>
        <para>After using this method to set the UV values, you can call assignUVs to assign the corresponding UVids to the geometry.</para>
        <para>Also, note that API methods that modify uv data, work correctly either when called through a plug-in node that is in the history of the shape, or when used on a surface shape that does not have history. Modifying uvs directly on a shape with history will result in the modifications getting over-written by the next evaluation of the history attached to the shape.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> uArray and vArray lengths do not match or the arrays are smaller than <ref>numUVs()</ref>. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uArray">The array of u values to be set </param>
      <param name="vArray">The array of v values to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getUVs(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>This method copies the texture coordinate list for this surface into the given uv arrays. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uArray">Storage for the u texture coordinate list </param>
      <param name="vArray">Storage for the v texture coordinate list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.setUV(System.Int32,System.Single,System.Single)">
      <summary>
        <para>Sets the specified texture coordinate. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be set. If the uvId is greater than or equal to <ref>numUVs()</ref> then the uv list will be grown to accommodate the specified uv.</para>
        <para>Also, note that API methods that modify uv data, work correctly either when called through a plug-in node that is in the history of the shape, or when used on a surface shape that does not have history. Modifying uvs directly on a shape with history will result in the modifications getting over-written by the next evaluation of the history attached to the shape.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvId">the element in the uv list to be set </param>
      <param name="u">the new u value that is to be set </param>
      <param name="v">the new v value that is to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getUV(System.Int32,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the value of the specified texture coordinate from this surface's uv list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uvId is the element in the uv list that will be retrieved.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid uvId. The uvId should be less than <ref>numUVs()</ref>. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvId">the element in the uv list to examine </param>
      <param name="u">storage for the u value </param>
      <param name="v">storage for the v value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getPatchUV(System.Int32,System.Int32,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the value of the specified texture coordinate for a patch corner in a patch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uv's) are stored per-patch per-corner you must specify both the patch and the corner that the u and v values are mapped to.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid patchId or cornerIndex specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patchId">The patch to examine </param>
      <param name="cornerIndex">The patch-relative corner to examine </param>
      <param name="u">storage for the u value </param>
      <param name="v">storage for the v value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getPatchUVs(System.Int32,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Get the values of the texture coordinate on a specified patch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uvs) are stored per-patch per-corner, the u and v values mapped to all corners of the specified patch are returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid patchId specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patchId">The patch to examine </param>
      <param name="uArray">storage for u values </param>
      <param name="vArray">storage for v values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getPatchUVid(System.Int32,System.Int32,System.Int32&amp;)">
      <summary>
        <para>Get the id of the specified texture coordinate for a corner in a patch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid patchId or cornerIndex specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patchId">The patch to examine </param>
      <param name="cornerIndex">The patch-relative corner to examine (local index) </param>
      <param name="uvId">storage for the uv index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.assignUV(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Maps a texture coordinate to a the specified corner of a patch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Since texture coordinates (uvs) are stored per-patch per-patchCorner you must specify both the patch and the patchCorner that the uv entry is mapped to.</para>
        <para>The cornerIndex is the corner within the patch that the uv will be mapped to. This index must be in the range 0 to patchCornerCount(patchId).</para>
        <para>Also, note that API methods that modify uv data, work correctly either when called through a plug-in node that is in the history of the shape, or when used on a surface shape that does not have history. Modifying uvs directly on a shape with history will result in the modifications getting over-written by the next evaluation of the history attached to the shape.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid patchId, cornerIndex, or uvId specified. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patchId">The patch to map to </param>
      <param name="cornerIndex">The corner of the patch to map to </param>
      <param name="uvId">The uv entry from the uv list that will be mapped</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.assignUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method maps all texture coordinates for the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The setUV/setUVs method is used to create the texture coordinate table for the surface. After the table is created, this method is used to map those values to each patch on a per-corner basis. The setUV/setUVs method should be called before the assignUVs method.</para>
        <para>The uvCounts array should contain the number of uvs per patch. Since uvs are mapped per-patch per-corner, the entries in this array should match the corner counts for each patch in the surface.</para>
        <para>If an entry in this array is '0' then the corresponding patch will not be mapped. The sum of all the entries in the uvCounts array must be equal to the size of the uvIds array or this method will fail.</para>
        <para>The uvIds array should contain the UV indices that will be mapped to each patch-corner in the surface. The entries in this array specify which uvs in the surface's uv table are mapped to each patch-corner. Each entry in the uvIds array must be less than <ref>numUVs()</ref>. The size of the uvIds array is equivalent to adding up all of the entries in the uvCounts array, so for a cube with all patches mapped there would be 24 entries.</para>
        <para>Also, note that API methods that modify uv data, work correctly either when called through a plug-in node that is in the history of the shape, or when used on a surface shape that does not have history. Modifying uvs directly on a shape with history will result in the modifications getting over-written by the next evaluation of the history attached to the shape.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid uvCounts array or invalid uvIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvCounts">The uv counts for each patch in the surface </param>
      <param name="uvIds">The uv indices to be mapped to each patch-corner</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.clearUVs()">
      <summary>
        <para>This method clears out all texture coordinates for the nurbsSurface, and leaves behind an empty UVset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used if it is needed to shrink the actual size of the UV table. In this case, the user should call clearUVs, setUVs and then assignUVs to rebuild the mapping info.</para>
        <para>When called on a dataNurbsSurface, the UVs are removed. When called on a shape with no history, the UVs are removed and the attributes are set on the shape. When called on a shape with history, the polyDelMap command is invoked and a polyMapDel node is created.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid uvCounts array or invalid uvIds array. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidIndex</b> Invalid uvSet was specified </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.getAssignedUVs(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get assigned UVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method finds all texture coordinates for the surface that have been mapped, and returns them in the same format as assignUVs. The setUV/setUVs method is used to create the texture coordinate table for the surface and this method is used to map those values to each patch on a per-corner basis.</para>
        <para>The uvCounts array should contain the number of uv's per patch. Since uvs are mapped per-patch per-corner, the entries returned in this array will match the corner counts for each patch in the surface. For example, suppose that we have a cube with 2 of the faces mapped: the array for this cube would be { 4, 4, 0, 0, 0, 0 } since there are 6 patches each with 4 vertices. A face either has all its vertives mapped, or none</para>
        <para>The uvIds array will contain the UV indices that will be mapped to each patch-corner in the surface. Use the getUV method to get the actual uv values for these id's.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid uvCounts array or invalid uvIds array. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uvCounts">The uv counts for each patch in the surface </param>
      <param name="uvIds">The uv indices to be mapped to each patch-corner</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_formInU()">
      <returns>Returns a Form.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_formInV()">
      <returns>Returns a Form.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_isBezier()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_isUniform()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurface.get_degreeU()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.formInU">
      <summary>
        <para>Return the form of this surface in U. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Form can be kOpen, kClosed, kPeriodic, or kUnknownForm.</para>
        <para>
          <section>
            <para>The form of this surface in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.formInV">
      <summary>
        <para>Return the form of this surface in V. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Form can be kOpen, kClosed, kPeriodic, or kUnknownForm.</para>
        <para>
          <section>
            <para>The form of this surface in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isBezier">
      <summary>
        <para>Determine if the knot spacing gives us Bezier surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Bezier surface </para>
                </item>
                <item>
                  <para>
                    <b>false</b> B-spline surface</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isUniform">
      <summary>
        <para>Determine if the knot spacing is uniform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Uniform knot spacing </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Non-uniform knot spacing</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.degreeU">
      <summary>
        <para>Returns the degree of the surface in U (1 - 3). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The degree in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.degreeV">
      <summary>
        <para>Returns the degree of the surface in V (1 - 3). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The degree in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numSpansInU">
      <summary>
        <para>Returns the number of spans in the u direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of spans in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numSpansInV">
      <summary>
        <para>Returns the number of spans in the v direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of spans in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numNonZeroSpansInU">
      <summary>
        <para>Returns the number of non-zero spans in the U direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value will be equivalent to the value returned by <ref>numSpansInU()</ref> if all of the internal (non-end) knots are of multiplicity 1. If some of the internal knots have higher multiplicity, this value will be lower than that returned by <ref>numSpansInU()</ref>. You can use the number of non-zero spans to count the number of <em>visual</em> spans on the surface in the U direction, since the empty (zero) spans do not appear as a separate span/patch in the display.</para>
        <para>Further, the NURBS face components have the valid index range bounded by this value in U direction (i.e., the NURBS face component index runs from 0 to numNonEmptySpansInU()-1 inclusivelly.)</para>
        <para>
          <section>
            <para>The number of non-empty (non-zero, visual) spans in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numNonZeroSpansInV">
      <summary>
        <para>Returns the number of non-zero spans in the V direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value will be equivalent to the value returned by <ref>numSpansInV()</ref> if all of the internal (non-end) knots are of multiplicity 1. If some of the internal knots have higher multiplicity, this value will be lower than that returned by <ref>numSpansInV()</ref>. You can use the number of non-zero spans to count the number of <em>visual</em> spans on the surface in the V direction, since the empty (zero) spans do not appear as a separate span/patch in the display.</para>
        <para>Further, the NURBS face components have the valid index range bounded by this value in V direction (i.e., the NURBS face component index runs from 0 to numNonEmptySpansInV()-1 inclusivelly.)</para>
        <para>
          <section>
            <para>The number of non-empty (non-zero, visual) spans in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numCVsInU">
      <summary>
        <para>Returns the number of CVs in the U direction (degree + spans). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of CVs in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numCVsInV">
      <summary>
        <para>Returns the number of CVs in the V direction (degree + spans). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of CVs in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numKnotsInU">
      <summary>
        <para>Returns the number of knots in U including multiple end knots (spans + 2 * degree - 1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of knots in U</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numKnotsInV">
      <summary>
        <para>Returns the number of knots in V including multiple end knots (spans + 2 * degree - 1). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of knots in V</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isFoldedOnBispan">
      <summary>
        <para>Evaluate the surface to determine if it contains any folds or creases. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The entire surface including trimmed regions is examined. This function will only check for folds on bispan boundaries and thus will not catch all cases.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> There are folds or creases detected </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The surface is believed to have continuous curvature </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.hasHistoryOnCreate">
      <summary>
        <para>This method determines if the shape was created with history. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object that this function set is attached to is not a shape then this method will fail.</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the shape has history, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.isTrimmedSurface">
      <summary>
        <para>This method determines if this surface is a trimmed surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean value: <b>true</b> if the surface is trimmed, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numPatches">
      <summary>
        <para>Returns the number of non-zero patches in this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of non-zero patches in this surface.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numPatchesInU">
      <summary>
        <para>Returns the number of non-zero patches along u, in this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of non-zero patches along u, in this surface.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numPatchesInV">
      <summary>
        <para>Returns the number of non-zero patches along v, in this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of non-zero patches along v, in this surface.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.numUVs">
      <summary>
        <para>Returns the number of texture (uv) coordinates for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The uv's are stored in a list which is referenced by patches requiring textures on a per-patch per-patchCorner basis. This method returns the number of elements in this list.</para>
        <para>
          <section>
            <para>The number of texture coordinates</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnNurbsSurface.dataObject">
      <summary>
        <para>Returns an <ref>MObject</ref> if the class has been constructed with an <ref>MFn::kNurbsSurfaceData</ref> entity, otherwise <ref>MObject::kNullObj</ref> is returned. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form">
      <summary>
        <para>Forms that a surface may take in a given parametric direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kOpen">
      <summary>
        <para>Edges are independent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kClosed">
      <summary>
        <para>Edges are coincident. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kPeriodic">
      <summary>
        <para>Edges overlap such that there is no break in tangency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType">
      <summary>
        <para>Boundary types for trimmed surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kInvalidBoundary">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kOuter">
      <summary>
        <para>Outer boundary, counter clockwise. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kInner">
      <summary>
        <para>Inner boundary, clockwise. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kSegment">
      <summary>
        <para>Curve on a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kClosedSegment">
      <summary>
        <para>Closed curve on a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form">
      <summary>
        <para>Forms that a curve may take. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kOpen">
      <summary>
        <para>Ends are independent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kClosed">
      <summary>
        <para>Endpoints are coincident. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kPeriodic">
      <summary>
        <para>Ends overlap such that there is no break in tangency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.Form.kLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType">
      <summary>
        <para>Boundary types for trimmed surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kInvalidBoundary">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kOuter">
      <summary>
        <para>Outer boundary, counter clockwise. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kInner">
      <summary>
        <para>Inner boundary, clockwise. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kSegment">
      <summary>
        <para>Curve on a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnNurbsSurface.BoundaryType.kClosedSegment">
      <summary>
        <para>Closed curve on a face. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData">
      <summary>
        <para>Nurbs Surface function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnNurbsSurfaceData</ref> allows the creation and manipulation of NurbsSurface data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces Nurbs Surfaces, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kNurbsSurface when data of this type is present.</para>
        <para>If a node is receiving a Nurbs Surface via an input attribute, the asNurbsSurface method of <ref>MDataHandle</ref> can be used to access that input Nurbs Surface.</para>
        <para>If a node is to create a Nurbs Surface and send it via an output attribute, a new <ref>MFnNurbsSurfaceData</ref> must be instantiated and then the create method called to build the actual data block as an <ref>MObject</ref>. This <ref>MObject</ref> should be passed to the <ref>MFnNurbsSurface::create</ref> method as the parentOrOwner parameter so that the Nurbs Surface will be constructed inside the data block. The <ref>MDataHandle::set</ref> routine is then used to pass the data block down the connection. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.getCPtr(Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData)">
      <param name="obj">MFnNurbsSurfaceData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kNurbsSurfaceData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnNurbsSurfaceData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnNurbsSurfaceData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it with a data block capable of holding a Nurbs Surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPartition">
      <summary>
        <para>Function set for partitions of objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnPartition</ref> is the function set that is used for manipulating partitions of objects.</para>
        <para>A partition is a list of dependency nodes and dag nodes. Partitions are useful for keeping track of lists of objects for many purposes such as selection or applying common rendering parameters. Partitions in Maya are also dependency nodes, so it is possible for one partition to contain others. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.getCPtr(Autodesk.Maya.OpenMaya.MFnPartition)">
      <param name="obj">MFnPartition</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPartition</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPartition". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.create(System.Boolean)">
      <summary>
        <para>Creates a new partition dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle for the new partition object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="isRenderPartition">determines whether this partition is a render partition </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.create()">
      <summary>
        <para>Creates a new partition dependency node and puts it in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A handle for the new partition object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.addMember(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add a set to this partition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To be added to a partition, a set must be mutually exclusive with all of the other sets in the partition. If there are any conflicting elements, then the add will fail.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> addition failed due to conflicting set member or that this function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> argument is not a set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="set">new set to be added to this partiton.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.removeMember(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Remove a set from this partition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> removal failed due to set not being in the partition or because this function set does not have a valid object </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> argument is not a set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> out of memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="set">old set to be removed from this partiton.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPartition.get_isRenderPartition()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPartition.isRenderPartition">
      <summary>
        <para>Returns true if this partition is a render partition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A boolean value indicating whether the object is a member</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this function partition does not have a valid partition object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPartition.Restriction">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kNone">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kVerticesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kEdgesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kFacetsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kEditPointsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kRenderableOnly">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPartition.Restriction">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kNone">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kVerticesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kEdgesOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kFacetsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kEditPointsOnly">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnPartition.Restriction.kRenderableOnly">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPhongEShader">
      <summary>
        <para>Manage phongE shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnPhongEShader</ref> facilitates creation and manipulation of dependency graph nodes representing phongE shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.getCPtr(Autodesk.Maya.OpenMaya.MFnPhongEShader)">
      <param name="obj">MFnPhongEShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPhongExplorer</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPhongEShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.create(System.Boolean)">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.create()">
      <summary>
        <para>Creates a new layered shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.set_roughness(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.get_roughness()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.set_highlightSize(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.get_highlightSize()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.set_whiteness(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongEShader.get_whiteness()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPhongEShader.roughness">
      <summary>
        <para>Retrieves the value of the "roughness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value of the "roughness" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "roughness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPhongEShader.highlightSize">
      <summary>
        <para>Retrieves the value of the "highlightSize" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface color of the shader.</para>
        <para>
          <section>
            <para>The value of the "highlightSize" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "highlightSize" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPhongEShader.whiteness">
      <summary>
        <para>Retrieves the value of the "whiteness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the surface transparency of the shader.</para>
        <para>
          <section>
            <para>The value of the "whiteness" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "whiteness" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPhongShader">
      <summary>
        <para>Manage Phong Shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnPhongShader</ref> facilitates the creation and manipulation of dependency graph nodes representing Phong shaders. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.getCPtr(Autodesk.Maya.OpenMaya.MFnPhongShader)">
      <param name="obj">MFnPhongShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPhong</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPhongShader". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.create(System.Boolean)">
      <summary>
        <para>Creates a new phong shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not the new node will be connected to the shader classification node. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.create()">
      <summary>
        <para>Creates a new phong shader dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the shader classification node (which allows the UI to recognize the node as a shader). If UIvisible is false, the node will be created in isolation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be created, or the new node could not be added to the dependency graph, or the new node could not be connected to the classification node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.set_cosPower(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPhongShader.get_cosPower()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPhongShader.cosPower">
      <summary>
        <para>Retrieves the value of the "cosPower" attribute of a phong shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines the size of specular highlights produced by the shader.</para>
        <para>
          <section>
            <para>The value of the "cosPower" attribute of the shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "cosPower" attribute of a shader node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPluginData">
      <summary>
        <para>User defined data function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All user defined data that is to be passed between nodes in the dependency graph must be derived from <ref>MPxData</ref>. The use of this class is closely linked to the use of <ref>MPxData</ref>, <ref>MFnPluginData</ref>, <ref>MDataHandle</ref>, and <ref>MTypeId</ref>.</para>
        <para>In order to use user defined data, one must first create an instance of the <ref>MTypeId</ref> class that is initialized with a unique id tag. Then create a new class derived from <ref>MPxData</ref> to hold the user-defined data, As well as a helper class derived from <ref>MPxData</ref> that can create instances of the new derived type.</para>
        <para>For data of this type that needs to be passed into a plug, one would get an <ref>MDataHandle</ref> for the attribute that uses the type. This would result in a call to the <ref>MPxData</ref> helper class that would create an instance of the type inside the <ref>MDataHandle</ref>. The <ref>MDataHandle::data</ref> method can then be used to get an get an <ref>MObject</ref> for the user defined data and this should be used to initialize an instance of <ref>MFnPluginData</ref>. Then the <ref>MFnPluginData::data</ref> method can be used to get an <ref>MPxData</ref> pointer, which can be safely cast to a pointer of the user defined type. The data can be updated through this pointer, after which the <ref>MDataHandle::setClean</ref> method is used to complete the operation.</para>
        <para>To receive data of this type from a plug, an <ref>MDataHandle</ref> for the attribute that uses the new data type is created. The <ref>MDataHandle::type</ref> method should be used to ascertain that it contains kPlugin data. Then the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the user defined data and this should be used to initialize an instance of <ref>MFnPluginData</ref>. The <ref>MFnPluginData::typeId</ref> method can be used to ascertain that the data is in fact of the user defined type. Then the <ref>MFnPluginData::data</ref> method can be used to get an <ref>MPxData</ref> pointer, which can be safely cast to a pointer to the user defined type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.getCPtr(Autodesk.Maya.OpenMaya.MFnPluginData)">
      <param name="obj">MFnPluginData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPluginData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPluginData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.data()">
      <summary>
        <para>Return a pointer to the user defined data held in this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to the <ref>MPxData</ref> base class for the user defined data </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPxData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.create(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Create an instance of MPluginData and initialize it to represent user defined data of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> that represents an instance of the user defined data type. This will be set to <ref>MObject::kNullObj</ref> if the create failes. </para>
          </section>
        </para>
      </remarks>
      <param name="id">the unique MTypeId of the user defined data class derived from MPxData. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.get_typeId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPluginData.get_constData()">
      <returns>Returns a MPxData.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPluginData.typeId">
      <summary>
        <para>Return the unique <ref>MTypeId</ref> of the user defined data that is held by this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The unique <ref>MTypeId</ref> of the data held in this instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPluginData.constData">
      <summary>
        <para>Return a constant pointer to the user defined data held in this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A constant pointer to the <ref>MPxData</ref> base class for the user defined data </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPointArrayData">
      <summary>
        <para>Point array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnPointArrayData</ref> allows the creation and manipulation of <ref>MPointArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MPointArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kPointArray when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnPointArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnPointArrayData)">
      <param name="obj">MFnPointArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.set_Item(System.UInt32,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="index">UInt32</param>
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPointArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPointArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.set(Autodesk.Maya.OpenMaya.MPoint,System.UInt32)">
      <summary>
        <para>Set the point element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element to be set </param>
      <param name="index">the index of the MPoint to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.copyTo(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Copy all the points in the instance into the given <ref>MPointArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class on sizes, so it is up to the user to ensure that the given <ref>MPointArray</ref> is large enough to hold the number of MPoints in the instance.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.set(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Set the point element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.array()">
      <summary>
        <para>Get an <ref>MPointArray</ref> containing the points stored in this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MPointArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MPointArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPointArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.create(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPointArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPointArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnPointArrayData.length">
      <summary>
        <para>Return the number of points in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of points in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnPointLight">
      <summary>
        <para>Manage Point Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnPointLight</ref> facilitates creation and manipulation of dependency graph nodes representing point lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.getCPtr(Autodesk.Maya.OpenMaya.MFnPointLight)">
      <param name="obj">MFnPointLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPointLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPointLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.create(System.Boolean)">
      <summary>
        <para>Creates a new point light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.create()">
      <summary>
        <para>Creates a new point light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new point light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnPointLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new point light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent">
      <summary>
        <para>Single indexed component function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set allows you to create, edit, and query single indexed components. Single indexed components store 1 dimensional index values. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.getCPtr(Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent)">
      <param name="obj">MFnSingleIndexedComponent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSingleIndexedComponent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSingleIndexedComponent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.create(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Create a single indexed component of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allowable types are</para>
        <para>
          <ref>MFn::kCurveCVComponent</ref>
          <ref>MFn::kCurveEPComponent</ref>
          <ref>MFn::kCurveKnotComponent</ref>
          <ref>MFn::kMeshEdgeComponent</ref>
          <ref>MFn::kMeshPolygonComponent</ref>
          <ref>MFn::kMeshVertComponent</ref>
          <ref>MFn::kMeshMapComponent</ref>
        </para>
        <para>
          <section>
            <para>The new component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid component type </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">the type of component to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.addElement(System.Int32)">
      <summary>
        <para>Add the specified element to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="element">the element index to be added</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.addElements(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Add the specified elements to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="elements">the array of element indices to be added</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.element(System.Int32)">
      <summary>
        <para>Returns the specified element from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the specified component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element to retrieve </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.getElements(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get all of the element indices from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="elements">storage for the array of indices</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.setCompleteData(System.Int32)">
      <summary>
        <para>Marks the component as complete (meaning all items are selected) and uses the argument to identify the total number of elements selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the component should contain N element indices, then the range would be [0,N-1].</para>
        <para>Also sets the complete state of the component to 'true' (i.e. setComplete(true)).</para>
      </remarks>
      <param name="numElements">the maximum number of elements in the component</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSingleIndexedComponent.getCompleteData(System.Int32&amp;)">
      <summary>
        <para>Returns the number of elements for the complete component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A complete component means that all elements are selected.</para>
      </remarks>
      <param name="numElements">storage for the maximum number of elements</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSphereData">
      <summary>
        <para>Sphere function set for dependency node data . </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnSphereData</ref> allows the creation and manipulation of sphere (represented as MObjects) data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MObjects containing spheres, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kSphere when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnNurbsSurface</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.getCPtr(Autodesk.Maya.OpenMaya.MFnSphereData)">
      <param name="obj">MFnSphereData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSphereData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSphereData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.create(System.Double)">
      <summary>
        <para>Create a new sphere of the given radius, and attach it to this instance as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="rad">the radius of the new sphere </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.create()">
      <summary>
        <para>Create a new sphere of the given radius, and attach it to this instance as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.set_radius(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSphereData.get_radius()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSphereData.radius">
      <summary>
        <para>Return the radius of the sphere attached to this instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The radius </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Change the radius of the sphere attached to this instance instance as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>kSuccess if the instance has a sphere attached to it, and kFailure otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSpotLight">
      <summary>
        <para>Manage Spot Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnSpotLight</ref> facilitates creation and manipulation of dependency graph nodes representing spotlights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.getCPtr(Autodesk.Maya.OpenMaya.MFnSpotLight)">
      <param name="obj">MFnSpotLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSpotLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSpotLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.create(System.Boolean)">
      <summary>
        <para>Creates a new spotlight dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.create()">
      <summary>
        <para>Creates a new spotlight dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new spotlight dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.barnDoorAngle(Autodesk.Maya.OpenMaya.MFnSpotLight+MBarnDoor)">
      <summary>
        <para>Retrieves the value of the barn door angle for the specified barn door. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The barn door angles are represented by the "leftBarnDoor", "rightBarnDoor", "topBarnDoor", and "bottomBarnDoor" attributes. This function retrieves the value of the appropriate attribute.</para>
        <para>
          <section>
            <para>The value of the appropriate barn door angle attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the specified barn door was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_door">which barn door to return. </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.setBarnDoorAngle(Autodesk.Maya.OpenMaya.MFnSpotLight+MBarnDoor,System.Double)">
      <summary>
        <para>Sets the value of the appropriate barn door angle attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the specified barn door was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_door">Which barn door to return. </param>
      <param name="barn_door_angle">New value for the barn door.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.startDistance(Autodesk.Maya.OpenMaya.MFnSpotLight+MDecayRegion)">
      <summary>
        <para>Retrieves the value of the start distance for the specified decay regions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The start distances for the spotlight's 3 decay regions are represented by the "startDistance1", "startDistance2", and "startDistance3" attributes. This function retrieves the value of the appropriate attribute.</para>
        <para>
          <section>
            <para>The value of the appropriate startDistance attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, or the specified decay region was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_region">the decay region whose startDistance attribute is to be retrieved. </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.setStartDistance(Autodesk.Maya.OpenMaya.MFnSpotLight+MDecayRegion,System.Single)">
      <summary>
        <para>Sets the value of the appropriate decay region start distance attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the specified decay region was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_region">the decay region whose start distance is to be set. </param>
      <param name="start_distance">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.endDistance(Autodesk.Maya.OpenMaya.MFnSpotLight+MDecayRegion)">
      <summary>
        <para>Retrieves the value of the end distance for the specified decay regions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The end distances for the spotlight's 3 decay regions are represented by the "endDistance1", "endDistance2", and "endDistance3" attributes. This function retrieves the value of the appropriate attribute.</para>
        <para>
          <section>
            <para>The value of the appropriate endDistance attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, or the specified decay region was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_region">the decay region whose endDistance attribute is to be retrieved. </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.setEndDistance(Autodesk.Maya.OpenMaya.MFnSpotLight+MDecayRegion,System.Single)">
      <summary>
        <para>Sets the value of the appropriate decay region end distance attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, or the specified decay region was invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="which_region">the decay region whose end distance is to be set. </param>
      <param name="end_distance">value to which the attribute will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new spotlight dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.set_coneAngle(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.get_coneAngle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.set_penumbraAngle(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.get_penumbraAngle()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.set_dropOff(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.get_dropOff()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.set_barnDoors(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.get_barnDoors()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.set_useDecayRegions(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSpotLight.get_useDecayRegions()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSpotLight.coneAngle">
      <summary>
        <para>Retrieves the value of the "coneAngle" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the angle that the spotlight cone makes with the spotlight direction vector.</para>
        <para>
          <section>
            <para>The value of the "coneAngle" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "coneAngle" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSpotLight.penumbraAngle">
      <summary>
        <para>Retrieves the value of the "penumbraAngle" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the extra angle beyond the cone angle used in soft shadow computations.</para>
        <para>
          <section>
            <para>The value of the "penumbraAngle" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "penumbraAngle" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSpotLight.dropOff">
      <summary>
        <para>Retrieves the value of the "dropOff" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents the degree to which intensity of the light decreases with increasing angular distance from the light direction vector. Higher values represent more rapid intensity dropoff.</para>
        <para>
          <section>
            <para>The value of the "dropOff" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "dropOff" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set doesn not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSpotLight.barnDoors">
      <summary>
        <para>Retrieves the value of the "barnDoors" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the light uses barn doors.</para>
        <para>
          <section>
            <para>The value of the "barnDoors" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "barnDoors" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSpotLight.useDecayRegions">
      <summary>
        <para>Retrieves the value of the "useDecayRegions" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute determines whether or not the light uses decay regions.</para>
        <para>
          <section>
            <para>The value of the "useDecayRegions" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "useDecayRegions" attribute of a light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor">
      <summary>
        <para>Available doors for barnDoor-related methods. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kLeft">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kRight">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kTop">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kBottom">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion">
      <summary>
        <para>Decay regions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kFirst">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kSecond">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kThird">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor">
      <summary>
        <para>Available doors for barnDoor-related methods. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kLeft">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kRight">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kTop">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MBarnDoor.kBottom">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion">
      <summary>
        <para>Decay regions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kFirst">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kSecond">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnSpotLight.MDecayRegion.kThird">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnStringArrayData">
      <summary>
        <para>String array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnStringArrayData</ref> allows the creation and manipulation of <ref>MStringArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MStringArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kStringArray when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnStringArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnStringArrayData)">
      <param name="obj">MFnStringArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.set_Item(System.UInt32,System.String)">
      <param name="index">UInt32</param>
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kStringArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnStringArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.set(System.String,System.UInt32)">
      <summary>
        <para>Set the element at the specified index of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element </param>
      <param name="index">the index of the MString to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.copyTo(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Copy all the strings in the instance into the given <ref>MStringArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.set(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Set the element at the specified index of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.array()">
      <summary>
        <para>Return an <ref>MStringArray</ref> containing the string array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MStringArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no strings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.create(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to contain no strings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MStringArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnStringArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnStringArrayData.length">
      <summary>
        <para>Return the number of strings in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of strings in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnStringData">
      <summary>
        <para>String function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnStringData</ref> allows the creation and manipulation of <ref>MString</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces <ref>MString</ref>, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kStringData when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnStringData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.getCPtr(Autodesk.Maya.OpenMaya.MFnStringData)">
      <param name="obj">MFnStringData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kStringData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnStringData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.set(System.String)">
      <summary>
        <para>Set this instance to hold a copy of the given string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successfull. </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newString">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.create(System.String)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it to a copy of the given string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="str">the string to copy </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it to a copy of the given string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnStringData.get_stringProperty()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnStringData.stringProperty" />
    <member name="T:Autodesk.Maya.OpenMaya.MFnSubd">
      <summary>
        <para>Subdivision surface function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set provides access to subdivision surfaces. Objects of type <ref>MFn::kSubdiv</ref>, <ref>MFn::kSubdivData</ref>, and <ref>MFn::kSubdivGeom</ref> are supported. <ref>MFn::kSubdiv</ref> objects are shapes in the DAG, <ref>MFn::kSubdivGeom</ref> objects are the raw geometry that the shapes use, and <ref>MFn::kSubdivData</ref> objects are the data that is passed through dependency graph connections.</para>
        <para>Maya implements fully hierarchical Catmull-Clark quad based subdivision surfaces. You can use them without any hierarchical edits, but their full power is only realized when you do use the hierarchy. Using the hierarchy lets you access additional vertices on the existing faces. For example, a single 4 vertex plane can give you access, through hierarchy, to over 16,000,000 points at the finest level of the hierarchy (please don't try it). Additionally, the points at the finer levels are created only as you need them and only in the areas where you need them, giving you an implied level of detail workflow.</para>
        <para>The "base" mesh is sometimes used to describe the coarsest level of the hierarchy. Once we go one level finer (to level "1") all faces are four sided (though not all vertices are of valence 4). At that point, each face can be considered to have 4 "children" faces. Starting with a 4 vertex single face plane, there will be 4 faces (and 9 vertices) at level 1, 16 faces (and 25 vertices) at level 2, etc. You can go as deep as level 12.</para>
        <para>Please consult Maya documentation on subdivision surfaces for more details.</para>
        <para>
          <b>Subdivision Surface Construction</b> Subdivision surfaces are created by specifying a base polygonal mesh, hierarchical edits (optional) and creases (optional).</para>
        <para>The base mesh contains a vertex list, a list of vertex counts per-polygon, and a list of vertices that make up the polygons. If you are familiar with the creation of polygonal meshes, this is exactly equivalent to that setup. With a small set of limitations, any polygonal object can be converted into a subdivision surface. The current limitations are: <example>
** code example not available in .NET **
</example></para>
        <para>The easiest way to create a subdivision surface is probably to use polyToSubdiv MEL command to create it from a polygon. Alternativelly, the same functionality is available through the API using <b>createFromPolygon</b> method.</para>
        <para>Alternatively, you can create a subdivision surface either by converting an existing NURBS surface with <b>createFromNurbsSurface</b> or directly, by specifying vertex lists, vertex connections lists, etc. The last method will look familiar to those that have used <b><ref>MFnMesh::create</ref></b> method to create a polygon.</para>
        <para>The following lists are used by the create method to construct a subdivision surface: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Texture Coordinates (UV's)</b> You can optionally specify texture (uv) coordinates. UV coordinates are 2-d coordinates used for mapping textures to the polygons of a surface. Each polygon contains as many UV's as it has vertices. The UV values are not shared and you can think of them as "owned" by a polygon, rather than each vertex in that polygon.</para>
        <para>
          <b>Subdivision Surface Component API Names</b>
        </para>
        <para>In order to successfully use the subdivision surface API, you need to familiarize yourself with the naming convention used for its components within the API.</para>
        <para>In the polygon case, we simply number the vertices 0, 1, ... N-1. The faces and the edges and the faces are numbered similarly.</para>
        <para>For the subdivision surfaces, this is not the case, mostly because of the hierarchical approach we took. Since it would be prohibitive to instantiate all the faces all the time (think of those 16M that can from just one original face) the names have to be order of creation independent.</para>
        <para>The simplest way to think about each API name is "start with a face and follow a path into the finer levels of the hierarchy recording each turn along the way".</para>
        <para>Here's some details. You should also consult <b><ref>MFnSubdNames</ref></b> class which contains a number of helpful methods for interpreting, creating and modifying the component API names. While this will take some getting used to, the good news is that instantiating more vertices does not change the names of the existing ones (unless you're adding more level 0 vertices) so any vertex animation, etc. will not be affected by a need to model more detail into another part of the surface. <example>
** code example not available in .NET **
</example></para>
        <para>For the subdivision surfaces, the most important names are those of the faces. Given a face name, each vertex on that face is named based on that face. That does mean that each vertex will typically have more than one name. Maya will always give you a unique name by choosing the one that is numerically the smallest (in the 64 bit sense). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.getCPtr(Autodesk.Maya.OpenMaya.MFnSubd)">
      <param name="obj">MFnSubd</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSubdiv</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSubd". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.createBaseMesh(System.Boolean,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates a new subdivision surface given an array of vertices and connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kSubdivData then the created surface will be of type kSubdivGeom and will be returned. The parentOrOwner will become the owner of the new subdivision surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the subdivision surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new subdivision surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kSubdivData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count, or parentOrOwner was not valid, or there was no model present to add the object to. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="reverseNormal">Not currently used </param>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array </param>
      <param name="polygonCounts">array of vertex counts for each polygon </param>
      <param name="polygonConnects">array of vertex connections for each polygon </param>
      <param name="parentOrOwner">parent of the polygon that will be created </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.createBaseMesh(System.Boolean,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Creates a new subdivision surface given an array of vertices and connection information and sets this function set to operate on the new surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is meant to be as efficient as possible and thus assumes that all the given data is topologically correct.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kSubdivData then the created surface will be of type kSubdivGeom and will be returned. The parentOrOwner will become the owner of the new subdivision surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the subdivision surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new subdivision surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kSubdivData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Array length does not match given item count, or parentOrOwner was not valid, or there was no model present to add the object to. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="reverseNormal">Not currently used </param>
      <param name="numVertices">number of vertices </param>
      <param name="numPolygons">number of polygons </param>
      <param name="vertexArray">point (vertex) array </param>
      <param name="polygonCounts">array of vertex counts for each polygon </param>
      <param name="polygonConnects">array of vertex connections for each polygon </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.copy(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a given source subdivision surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the copy this function set will operate on the new subdivision surface.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kSubdivData then the created surface will be of type kSubdivGeom and will be returned. The parentOrOwner will become the owner of the new subdivision surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the subdivision surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new subdivision surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kSubdivData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; or the source object was not one of kSubdivGeom, kSubdivData or kSubdiv; or dataSubdiv or underlying geometry was null; or source object was null; or there was no model present to add the object to. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the subdivision surface to be copied </param>
      <param name="parentOrOwner">the DAG parent or kSubdivData the new subdivision surface will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.copy(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates a copy of a given source subdivision surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the copy this function set will operate on the new subdivision surface.</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kSubdivData then the created surface will be of type kSubdivGeom and will be returned. The parentOrOwner will become the owner of the new subdivision surface.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the subdivision surface. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new subdivision surface will be returned and the parentOrOwner will become its parent.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kSubdivData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> parentOrOwner was not valid; or the source object was not one of kSubdivGeom, kSubdivData or kSubdiv; or dataSubdiv or underlying geometry was null; or source object was null; or there was no model present to add the object to. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Insufficient memory to complete this method </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="source">the subdivision surface to be copied </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.collapse(System.Int32,System.Boolean)">
      <summary>
        <para>This method creates a copy of a given source subdivision surface collapsed by the given number of levels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After the collapse this function set will operate on the new subdivision surface.</para>
        <para>As an example, a collapse of one level means the level one vertices of the current subdivision surface become the level zero vertices of the new subdivision surface.</para>
        <para>Be careful passing in a large value for the level, as each level of collapse increases the number of faces on the new subdivision surface significantly.</para>
        <para>Collapsing a surface by one level means that the resulting surface is all quads. This can be useful in certain situations.</para>
        <para>NOTE: the <ref>collapse()</ref> method will fail if the function set has not been initialized with a dag path.</para>
        <para>
          <section>
            <para>The new collapsed subdivision object</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> Application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> One of the following parameter errors </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">the number of levels of the hierarchy to collapse </param>
      <param name="makeNewNodeInvisible">sets the invisible attribute of the new node </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshAdd(System.Double,System.Double,System.Double)">
      <summary>
        <para>Add a vertex to the base mesh and return its "index" name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it will not have a valid 64-bit name until you actually create a polygon that holds it.</para>
        <para>
          <section>
            <para>The index of the newly created vertex. It will be -1 if the creation failed.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">X location of the vertex </param>
      <param name="y">Y location of the vertex </param>
      <param name="z">Z location of the vertex </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonBaseMeshAdd(System.Int32,System.Int32[])">
      <summary>
        <para>Add a polygon at the base mesh level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You will need to use the index names of the vertices (remember, they get their 64-bit names only after they have been added to a polygon).</para>
        <para>
          <section>
            <para>The name of the newly created polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexCount">Number of vertices in the polygon </param>
      <param name="vertexIds">Int32[]</param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonBaseMeshAddWithUVs(System.Int32,System.Int32[],System.Double[],System.Double[])">
      <summary>
        <para>Add a polygon at the base mesh level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You will need to use the index names of the vertices (remember, they get their 64-bit names only after they have been added to a polygon). Specify the UV values as well.</para>
        <para>
          <section>
            <para>The name of the newly created polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexCount">Number of vertices in the polygon </param>
      <param name="vertexIds">The vertex indices (0, 1, 2, ...) </param>
      <param name="uValues">U values for each vertex </param>
      <param name="vValues">V values for each vertex </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.editsUpdateAll()">
      <summary>
        <para>If there are pending edits, this function will update the surface so that there are no pending edits. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.levelFullySubdivideTo(System.Int32)">
      <summary>
        <para>Fully subdivide the whole surface to the specified level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This could be very expensive, so be careful, or you will run out of memory. As a rule, each level has 4 times more faces than the previous one.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">The level to which to fully subdivide </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexCount(System.Int32)">
      <summary>
        <para>Returns the finest vertex count at a particular level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These are the vertices that are currently instantiated.</para>
        <para>
          <section>
            <para>The number of vertices at the given level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">The level we are interested in </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexCount()">
      <summary>
        <para>Returns the finest vertex count at a particular level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These are the vertices that are currently instantiated.</para>
        <para>
          <section>
            <para>The number of vertices at the given level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIdFromBaseVertexIndex(System.Int32)">
      <summary>
        <para>Vertices are named using 64-bit integers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base mesh vertices will also have a simple 0, 1, 2, N-1 indices. Use this function to compute the proper 64-bit name using the 0, 1, 2, ... indices.</para>
        <para>
          <section>
            <para>The 64-bit name of the vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseVertexIndex">The index in the base mesh vertex array of this vertex </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseIndexFromVertexId(System.UInt64)">
      <summary>
        <para>Given a 64-bit id of the vertex, return its index (0, 1, ...) if it happens to be a base mesh vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is an error to call this function with a non base mesh vertex.</para>
        <para>
          <section>
            <para>The index in the base mesh vertex array of this vertex</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertexId">The 64-bit name of the vertex </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditsGetAllNonBase(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns all the vertices below the base mesh that have been modified from their original position (the original position is specified by the position of the base mesh vertices). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The two arrays will be of the same length upon return. Length 0 would suggest that there have been no edits from the original positions.</para>
      </remarks>
      <param name="vertexIds">The names of the vertices </param>
      <param name="edits">The offsets from the original position </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditsGetAllNonBase(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Returns all the vertices below the base mesh that have been modified from their original position (the original position is specified by the position of the base mesh vertices). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The two arrays will be of the same length upon return. Length 0 would suggest that there have been no edits from the original positions.</para>
      </remarks>
      <param name="vertexIds">The names of the vertices </param>
      <param name="edits">The offsets from the original position </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditsSetAllNonBase(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Given an array of vertex names and the offsets from their original positions, set the new vertex positions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexIds">The names of the vertices </param>
      <param name="edits">The offsets from the original positions </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditsSetAllNonBase(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Given an array of vertex names and the offsets from their original positions, set the new vertex positions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertexIds">The names of the vertices </param>
      <param name="edits">The offsets from the original positions </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditsClearAllNonBase()">
      <summary>
        <para>Find all vertices with edits and remove those edits, setting them back to their original position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionGet(System.UInt64,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the position of the vertex with a given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The vertex position in the appropriate space </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionGet(System.UInt64,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Get the position of the vertex with a given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The vertex position in the appropriate space </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditGet(System.UInt64,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the offset of the specified vertex from its original position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This vector really is <ref>vertexPositionGet()</ref> - <ref>vertexPositionGetNoEdit()</ref>.</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="edit">The offset in object space </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditGet(System.UInt64,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Get the offset of the specified vertex from its original position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This vector really is <ref>vertexPositionGet()</ref> - <ref>vertexPositionGetNoEdit()</ref>.</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="edit">The offset in object space </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionGetNoEdit(System.UInt64,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>What would the position of this vertex be if there were no edits; i.e., what was its original position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The original position </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionGetNoEdit(System.UInt64,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>What would the position of this vertex be if there were no edits; i.e., what was its original position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The original position </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionSet(System.UInt64,Autodesk.Maya.OpenMaya.MPoint,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the position of the vertex with a given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The new vertex position </param>
      <param name="updateEdits">If false, you will need to call updateSubdSurface() before any change would be applied. Further, you must set this to true before you start calling the same function on the vertices of the finer levels. </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexPositionSet(System.UInt64,Autodesk.Maya.OpenMaya.MPoint,System.Boolean)">
      <summary>
        <para>Set the position of the vertex with a given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="position">The new vertex position </param>
      <param name="updateEdits">If false, you will need to call updateSubdSurface() before any change would be applied. Further, you must set this to true before you start calling the same function on the vertices of the finer levels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditSet(System.UInt64,Autodesk.Maya.OpenMaya.MVector,System.Boolean,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the original position offset for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="edit">The offset to set </param>
      <param name="updateEdits">If false, you will need to call updateSubdSurface() before any change would be applied. Further, you must set this to true before you start calling the same function on the vertices of the finer levels. </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexEditSet(System.UInt64,Autodesk.Maya.OpenMaya.MVector,System.Boolean)">
      <summary>
        <para>Set the original position offset for the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="edit">The offset to set </param>
      <param name="updateEdits">If false, you will need to call updateSubdSurface() before any change would be applied. Further, you must set this to true before you start calling the same function on the vertices of the finer levels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshGet(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all base mesh vertices in the array using their indices (not the 64-bit names). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="positions">The array of point positions </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshGet(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Return all base mesh vertices in the array using their indices (not the 64-bit names). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="positions">The array of point positions </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshSet(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the positions for the base mesh vertices using the 0, 1,... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>indexing instead of the 64-bit vertex names.</para>
      </remarks>
      <param name="positions">The positions for the vertices </param>
      <param name="space">Specifies the coordinate system for this operation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshSet(Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Set the positions for the base mesh vertices using the 0, 1,... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>indexing instead of the 64-bit vertex names.</para>
      </remarks>
      <param name="positions">The positions for the vertices </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshGetWithId(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Return all base mesh vertices in the array using their indices but also provide the 64-bit names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="positions">The array of point positions </param>
      <param name="vertexIds">The vertex 64-bit ids </param>
      <param name="space">The space we are working in</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshGetWithId(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Return all base mesh vertices in the array using their indices but also provide the 64-bit names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="positions">The array of point positions </param>
      <param name="vertexIds">The vertex 64-bit ids </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshSetWithId(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the positions for the base mesh vertices using the 64-bit names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The ordering of the elements in the array is irrelevant. The edits will be automatically updated (i.e., <ref>editsPending()</ref> will return 0 after the call to this function).</para>
      </remarks>
      <param name="positions">The positions for the vertices </param>
      <param name="vertexIds">The vertex 64-bit ids </param>
      <param name="space">The space we are working in</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshSetWithId(Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Set the positions for the base mesh vertices using the 64-bit names. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The ordering of the elements in the array is irrelevant. The edits will be automatically updated (i.e., <ref>editsPending()</ref> will return 0 after the call to this function).</para>
      </remarks>
      <param name="positions">The positions for the vertices </param>
      <param name="vertexIds">The vertex 64-bit ids </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexValence(System.UInt64)">
      <summary>
        <para>Returns the valence (number of incident edges) of the given vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The finest level in the hierarchy</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertId">UInt64</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexNormal(System.UInt64,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the normal at the vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="normal">The value of the normal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexAdjacentVertices(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Return the list of adjacent vertices as their 64-bit ids. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="vertList">The resulting list of adjacent vertices</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIncidentEdges(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Return the list of incident edges as their 64-bit ids. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="edgeList">The resulting list of incident edges</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIncidentPolygons(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Return the list of incident polygons as their 64-bit ids. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="polyList">The resulting list of incident polygons</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIsBoundary(System.UInt64)">
      <summary>
        <para>Return true if the vertex is a boundary vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the vertex is boundary or not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertId">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIsValid(System.UInt64)">
      <summary>
        <para>Return true if the vertex is a valid vertex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the vertex is valid or not. Valid means that the vertex has been instantiated on the surface. Not all vertices at all levels exist by default. A vertex only exists if it was created at the time the subdiv was first created or if the subdiv was refined.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertId">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexIsCreased(System.UInt64)">
      <summary>
        <para>Return true if the vertex is creased. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the vertex is creased or not</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertId">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexCreaseRelevant(System.UInt64)">
      <summary>
        <para>Return true if the crease of the vertex is a relevant piece of information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The vertex inherits the crease state from its parent. So, its crease state is relevant only if different from its parent (or if there is no direct parent vertex).</para>
        <para>
          <section>
            <para>Whether the vertex has relevant crease information</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertId">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexSetCrease(System.UInt64,System.Boolean)">
      <summary>
        <para>Set the particular vertex' crease state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="creased">Crease (true) or smooth (false)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexChildren(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Returns the "children" of the particular vertex if they exist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The children are defined as the finer-level version of the current vertex plus the neighbors of that vertex. For a valence n vertex this means 2n+1 vertices are returned if a finer level exists.</para>
      </remarks>
      <param name="vertId">UInt64</param>
      <param name="children">64-bit names of the children of this vertex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.creasesGetAll(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Returns all creases on the subdivision surface in two arrays of 64-bit ids; one for the vertices, one for edges. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this information alone is not suitable for "copying" the surface; there may be some relevant crease information in the non-creased vertices or edges which will not be part of the arrays returned here. Consider a vertex at level N that is creased while the corresponding vertex at level N+1 is not creased. Calling creasesGetAll will return the level N vertex. Applying the creasing to this vertex in the copy will also set the vertex at level N+1 to be creased as well, since vertices inherit creasing from their parent unless they have a different creasing set explicitly. So to get correct behavior when copying surfaces it is necessary to set the creasing attribute explicitly to the appropriate value on all the vertices, not just the creased vertices. The same applies to edges.</para>
      </remarks>
      <param name="vertexIds">The ids of the vertices that are creased </param>
      <param name="edgeIds">The ids of the edges that are creased</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.creasesSetAll(Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Set the creases on all vertices and edges with a given 64-bit name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the combination of <ref>creasesGetAll()</ref> and <ref>creasesSetAll()</ref> will not exactly duplicate the crease information between two surfaces.</para>
      </remarks>
      <param name="vertexIds">The ids of the vertices that are creased </param>
      <param name="edgeIds">The ids of the edges that are creased</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.creasesClearAll()">
      <summary>
        <para>Clear all crease information from this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No vertices or edges will be creased after this function completes.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.updateAllEditsAndCreases()">
      <summary>
        <para>If you have been editing offsets without updating the surface, this function will save you. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will dirty up the complete surface and recompute the positions of all the cvs, updating the crease info along the way. Not cheap to call.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeCount(System.Int32)">
      <summary>
        <para>Returns the number of edges at a level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of edges at the given level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">The level where we're counting the edges </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeCount()">
      <summary>
        <para>Returns the number of edges at a level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of edges at the given level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeBetween(System.UInt64,System.UInt64)">
      <summary>
        <para>Return the name of the edge that connects the two vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the edge doesn't exist, it will be created.</para>
        <para>
          <section>
            <para>The name of the edge between the two</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vertex1">The name of the first vertex </param>
      <param name="vertex2">The name of the second vertex </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeVertices(System.UInt64,System.UInt64&amp;,System.UInt64&amp;)">
      <summary>
        <para>Given an edge, return the two vertices at its ends. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edge">UInt64</param>
      <param name="v1">First vertex on the edge </param>
      <param name="v2">Second vertex on the edge</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeAdjacentPolygon(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Return the polygons adjacent to this edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>There can be at most two, as non-manifold topology is not allowed.</para>
      </remarks>
      <param name="edge">UInt64</param>
      <param name="polys">The 64-bit names of the polygons (1 or 2)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeIsBoundary(System.UInt64)">
      <summary>
        <para>Test if the edge specified is a boundary edge or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the edge is a boundary edge, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edge">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeIsValid(System.UInt64)">
      <summary>
        <para>Returns true if the specified edge name is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the edge name is valid, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeId">The 64-bit edge name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeIsCreased(System.UInt64)">
      <summary>
        <para>Return true if the edge is creased. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the edge is creased, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeId">The 64-bit name of the edge </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeCreaseRelevant(System.UInt64)">
      <summary>
        <para>Return true if the crease of the edge is a relevant piece of information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The edge inherits the crease state from its parent. So, its crease state is relevant only if different from its parent (or if there is no direct parent edge).</para>
        <para>
          <section>
            <para>Whether the edge has relevant crease information</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="edgeId">The edge 64-bit name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeSetCrease(System.UInt64,System.Boolean)">
      <summary>
        <para>Set the particular edge's crease state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="edgeId">The 64-bit name of the edge </param>
      <param name="creased">Crease (true) or smooth (false)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.edgeChildren(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Returns the "children" of the particular edge. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the edge has children, there will always be two child edges.</para>
      </remarks>
      <param name="edgeId">64-bit name of the edge </param>
      <param name="children">64-bit names of the children of this edge</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonCount(System.Int32)">
      <summary>
        <para>Returns the number of polygons currently existing at the specified level of the hierarchy. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of polygons at the specified level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">Level at which we're counting </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonCount()">
      <summary>
        <para>Returns the number of polygons currently existing at the specified level of the hierarchy. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of polygons at the specified level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonCountMaxWithGivenBaseMesh(System.Int32)">
      <summary>
        <para>If you were to fully subdivide at a given level, how many polygons would you have at that level? This function will tell you and possibly save you from running out of memory if you go too deep. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this is exactly the same as "polygonCount" for levels 0 and 1.</para>
        <para>
          <section>
            <para>The number of polygons at the given level if you were to fully subdivide at that level.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="level">The level where you would be counting </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonCountMaxWithGivenBaseMesh()">
      <summary>
        <para>If you were to fully subdivide at a given level, how many polygons would you have at that level? This function will tell you and possibly save you from running out of memory if you go too deep. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that this is exactly the same as "polygonCount" for levels 0 and 1.</para>
        <para>
          <section>
            <para>The number of polygons at the given level if you were to fully subdivide at that level.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonVertexCount(System.UInt64)">
      <summary>
        <para>How many vertices on a given polygon? The vertices are at the same level as the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of vertices on this polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The 64-bit name of the polygon </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonVertices(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Given the polygon, return its vertices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The vertices are at the same level as the polygon.</para>
      </remarks>
      <param name="polyId">The 64-bit name of the polygon </param>
      <param name="vertIds">MUint64Array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonEdgeCount(System.UInt64)">
      <summary>
        <para>The number of edges on the given polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of edges on this polygon</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The 64-bit name of the polygon </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonEdges(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Given the polygon, return its edges. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The edges are at the same level as the polygon.</para>
      </remarks>
      <param name="polyId">The 64-bit name of the polygon </param>
      <param name="edgeIds">The 64-bit names of the edges</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonIsValid(System.UInt64)">
      <summary>
        <para>Return true if the polygon is a valid polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the polygon is valid or not. Valid means that the polygon has been instantiated on the surface. Not all polygons at all levels exist by default. A polygon only exists if it was created at the time the subdiv was first created or if the subdiv was refined.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">UInt64</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonHasChildren(System.UInt64)">
      <summary>
        <para>Returns whether or not the given polygon has children. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Whether the polygon has children.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. This can happen if the polyId passed in refers to a face that is not currently instantiated on the surface. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The polygon 64-bit name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonChildren(System.UInt64,Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Returns the list of children polygons on the given polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the children array is not empty, we will just append to it.</para>
      </remarks>
      <param name="polyId">The 64-bit name of the original polygon </param>
      <param name="children">The 64-bit name of the child polygons</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonSubdivide(System.UInt64)">
      <summary>
        <para>Subdivide the given polygon into 4 children (if this happens to be the level 0 polygon you will get as many children as that polygon has edges). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyId">The 64-bit name of the polygon</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonSetUseUVs(System.UInt64,System.Boolean)">
      <summary>
        <para>If this is set, the polygon will use the user specified UVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="useThem">Use the user set UVs</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonHasVertexUVs(System.UInt64)">
      <summary>
        <para>Returns true if there are user specified UVs on this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if there were explicitly specified UVs on this polygon.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonGetVertexUVs(System.UInt64,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Get the vertex UVs from the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The values come back in exactly the same order as the polygon vertices do.</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="uValues">Array of U values </param>
      <param name="vValues">Array of V values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonSetVertexUVs(System.UInt64,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Set the UV values on the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="uValues">Array of U values </param>
      <param name="vValues">Array of V values</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.polygonGetCenterUV(System.UInt64,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Return the UV values in the "center" of this polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="u">The resulting U value </param>
      <param name="v">The resulting V value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.evaluatePosition(System.UInt64,System.Double,System.Double,System.Boolean,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Evaluate the surface position at the given parameter point on the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The limitation is that this cannot be a base mesh polygon; i.e., it has to be at least level 1.</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="u">U value on the face </param>
      <param name="v">V value on the face </param>
      <param name="uvNormalized">If true, its as if U, V are in [0,1] </param>
      <param name="arg4">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.evaluateNormal(System.UInt64,System.Double,System.Double,System.Boolean,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface normal at the given parameter point on the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The limitation is that this cannot be a base mesh polygon; i.e., it has to be at least level 1.</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="u">U value on the face </param>
      <param name="v">V value on the face </param>
      <param name="uvNormalized">If true, its as if U, V are in [0,1] </param>
      <param name="nrml">The resulting surface normal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.evaluatePositionAndNormal(System.UInt64,System.Double,System.Double,System.Boolean,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Evaluate the surface position and normal at the given parameter point on the polygon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The limitation is that this cannot be a base mesh polygon; i.e., it has to be at least level 1.</para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="u">U value on the face </param>
      <param name="v">V value on the face </param>
      <param name="uvNormalized">If true, its as if U, V are in [0,1] </param>
      <param name="pos">The resulting 3d position </param>
      <param name="nrml">The resulting surface normal</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.getCubicSpline(System.UInt64,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Some of the faces (usually at level 2 or below) happen to be exactly the same as uniform bi-cubic B-splines. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine will return the 16 points that define such spline.</para>
        <para>
          <section>
            <para>True if we can make the conversion, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="vertices">point array </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.getConnectedSetsAndMembers(System.UInt32,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObjectArray,System.Boolean)">
      <summary>
        <para>Returns all the sets connected to the specified instance of this mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each set in the "sets" array there is a corresponding entry in the "comps" array which are all the components in that set. If the entire object is in a set, then the corresponding entry in the comps array will have no elements in it.</para>
      </remarks>
      <param name="instanceNumber">The instance number of the mesh to query </param>
      <param name="sets">Storage for the sets </param>
      <param name="comps">Storage for the components that are in the corresponding set </param>
      <param name="renderableSetsOnly">If true then this method will only return renderable sets</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.getConnectedShaders(System.UInt32,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MUint64Array,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Returns all the shaders (sets) connected to the specified instance of this subdivision surface and two arrays indicating face/shader assignments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For each face in the face array, there is a corresponding entry in the indices array to indicate the assigned shader in the shader array.</para>
        <para>For instance, faces[0] is the 64-bit index of the face on the subdivision surface. Then indices[0] is an index into the shaders array, eg. "3". Then shaders[3] is the shader assigned to the subdivision surface face.</para>
        <para>If a face does not have a shader assigned to it, the value of the index will be -1. The shader objects can be derived from the sets returned.</para>
        <para>See also getConnectedSetsAndMembers.</para>
      </remarks>
      <param name="instanceNumber">The instance number of the subdivision surface to query </param>
      <param name="shaders">Storage for set objects (shader objects) </param>
      <param name="faces">Storage for indices matching faces to indices </param>
      <param name="indices">Storage for indices matching indices to shaders</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.tesselate(System.Boolean,System.Int32,System.Int32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>Note: Each level 1 face will tesselate into approximatelly: 2 * 4^(depth-1) * sample^2 triangles in the uniform case, so be careful as to how you choose these parameters.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uniform">Use uniform tesselation if this is set. </param>
      <param name="depth">Used in the uniform tesselation: how deep do we go </param>
      <param name="sample">In both tesselation cases, once we decide which level to tesselate at, how many times do we sample. </param>
      <param name="parentOrOwner">the DAG parent or kMeshData the new Mesh will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.tesselate(System.Boolean,System.Int32,System.Int32)">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>Note: Each level 1 face will tesselate into approximatelly: 2 * 4^(depth-1) * sample^2 triangles in the uniform case, so be careful as to how you choose these parameters.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="uniform">Use uniform tesselation if this is set. </param>
      <param name="depth">Used in the uniform tesselation: how deep do we go </param>
      <param name="sample">In both tesselation cases, once we decide which level to tesselate at, how many times do we sample. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.tessellateViaNurbs(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>Note: Each level 1 face will tesselate into approximatelly: 2 * 4^(depth-1) * sample^2 triangles in the uniform case, so be careful as to how you choose these parameters.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentOrOwner">the DAG parent or kMeshData the new Mesh will belong to </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.tessellateViaNurbs()">
      <summary>
        <para>Performs tesselation on this surface and create a new mesh in the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The parentOrOwner argument is used to specify the owner of the new surface.</para>
        <para>If the parentOrOwner is kMeshData then the created surface will be of type kMeshGeom and will be returned. The parentOrOwner will become the owner of the new mesh.</para>
        <para>If parentOrOwner is NULL then a new transform will be created and returned which will be the parent for the mesh. The new transform will be added to the DAG.</para>
        <para>If parentOrOwner is a DAG node then the new mesh will be returned and the parentOrOwner will become its parent.</para>
        <para>Note: Each level 1 face will tesselate into approximatelly: 2 * 4^(depth-1) * sample^2 triangles in the uniform case, so be careful as to how you choose these parameters.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>If parentOrOwner is NULL then the transform for this surface is returned </para>
                </item>
                <item>
                  <para>If parentOrOwner is a DAG object then the new surface shape is returned </para>
                </item>
                <item>
                  <para>The surface geometry is returned if parentOrOwner is of type kMeshData</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.convertToNurbs(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Converts this surface to a set of nurbs surfaces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="newNurbsSurfaces">Storage for the arary of NURBS</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.updateSubdSurface()">
      <summary>
        <para>Signal that this subdivision surface has changed and needs to redraw itself. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.vertexBaseMeshAddWithIndex(System.Double,System.Double,System.Double,System.Int32)">
      <summary>
        <para>Very similar to vertexBaseMeshAdd, this gives you an advanced option of specifying the index for the new vertex to be created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You have to be extremelly careful to end up with the indices 0, 1, ... N-1 for N total vertices.</para>
      </remarks>
      <param name="x">X location of the vertex </param>
      <param name="y">Y location of the vertex </param>
      <param name="z">Z location of the vertex </param>
      <param name="index">The index the vertex is to take</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.getCubicSpline(System.UInt64,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Some of the faces (usually at level 2 or below) happen to be exactly the same as uniform bi-cubic B-splines. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine will return the 16 points that define such spline.</para>
        <para>
          <section>
            <para>True if we can make the conversion, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="polyId">The 64-bit polygon name </param>
      <param name="vertices">point array </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.get_editsPending()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.get_levelMaxCurrent()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubd.get_levelMaxAllowed()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSubd.editsPending">
      <summary>
        <para>As the new hierarchical vertex offsets are being introduced, you can choose to not apply them to the surface immediatelly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If you do that, the number of edits pending will increase. Any edits are not actually made until you call "updateEdits". This functions lets you know if you need to call it or not.</para>
        <para>
          <section>
            <para>Edits pending (1) or not (0).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSubd.levelMaxCurrent">
      <summary>
        <para>Returns the finest level that currently exist. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>As int as a single face exists at a level, that level is counted. Note that this not mean that all of the faces exist on all levels.</para>
        <para>
          <section>
            <para>The finest level in the hierarchy</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSubd.levelMaxAllowed">
      <summary>
        <para>Returns the maximum level that can be created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should probably avoid fully subdividing the surface to that level as you will most likelly just run out of memory.</para>
        <para>
          <section>
            <para>The maximum possibly value for the finest level in the hierarchy</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSubdData">
      <summary>
        <para>Subdiv Surface function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnSubdData</ref> allows the creation and manipulation of Subdivision Surface data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces Subdivision Surfaces, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kSubdiv when data of this type is present.</para>
        <para>If a node is receiving a Subdivision Surface via an input attribute, the asSubdSurface method of <ref>MDataHandle</ref> can be used to access that input Subdivision Surface.</para>
        <para>If a node is to create a Subdivision Surface and send it via an output attribute, a new <ref>MFnSubdData</ref> must be instantiated and then the create method called to build the actual data block as an <ref>MObject</ref>. This <ref>MObject</ref> should be passed to the <ref>MFnSubd::create</ref> method as the parentOrOwner parameter so that the Subdivision Surface will be constructed inside the data block. The <ref>MDataHandle::set</ref> routine is then used to pass the data block down the connection. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.getCPtr(Autodesk.Maya.OpenMaya.MFnSubdData)">
      <param name="obj">MFnSubdData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kSubdivData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnSubdData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance and initialize it with a data block capable of holding a Subdivision Surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The new <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnSubdNames">
      <summary>
        <para>Manipulate Subdivision Surface vertex, edge and face ids. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set provides some simple utilities for the interpretation and manipulation of the subdivision surface vertex, edge and face ids. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.getCPtr(Autodesk.Maya.OpenMaya.MFnSubdNames)">
      <param name="obj">MFnSubdNames</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.getBase(System.UInt64)">
      <param name="id">UInt64</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.first(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return the index of the first child of the base face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.level(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return the level of the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.path(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return from level 1 face down to the face in question. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Two bits per level for the four possible choices.</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.corner(System.UInt64)">
      <summary>
        <para>One of the 4 possible choices of the vertex or an edge once we're at the particular face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.fromMUint64(System.UInt64,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Given a 64-bit name, compute the base face, first level face index, level, path to the face and the corner choice at the finest face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <param name="arg1">output Int32&amp;</param>
      <param name="first">First level face choice </param>
      <param name="level">Level </param>
      <param name="path">Path to the finest level </param>
      <param name="corner">Corner choice at the finest level </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.toMUint64(System.UInt64&amp;,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Compute the 64-bit name given the base face index, first level face index, level, path to the finest face and the corner choice. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The corner is zero (ignore) if the component is to be the face.</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <param name="arg1">Int32</param>
      <param name="first">First level face choice </param>
      <param name="level">Level </param>
      <param name="path">Path to the finest level </param>
      <param name="corner">Corner choice at the finest level </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.baseFaceId(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return the 64-bit name of the base face that is the parent of the given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.baseFaceIndex(System.UInt64)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.baseFaceIndexFromId(System.UInt64)">
      <summary>
        <para>Same as ::base(). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.levelOneFaceId(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return the level one face that is the parent for the given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.levelOneFaceAsLong(System.UInt64)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.levelOneFaceIndexFromId(System.UInt64)">
      <summary>
        <para>Given a 64-bit name, return the level one mesh face as an integer, instead of 64-bit name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.levelOneFaceIdFromLong(System.Int32)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="one">The 64-bit name of the component </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.levelOneFaceIdFromIndex(System.UInt32)">
      <summary>
        <para>Given a level 1 face name as integer, return it as a 64-bit name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="index">The 64-bit name of the component </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.baseFaceIdFromLong(System.Int32)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.baseFaceIdFromIndex(System.UInt32)">
      <summary>
        <para>Given the index of the base face (0, 1, ... </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>N-1), return its 64-bit name.</para>
        <para />
      </remarks>
      <param name="index">The base face name as integer 0, ... N-1 </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.parentFaceId(System.UInt64)">
      <summary>
        <para>Given a 64-bit name of the face, return its parent face id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that if the given face id is from a base face (ie. it is a face at level 0), the returned face will be exactly the same.</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.nonBaseFaceVertices(System.UInt64,System.UInt64&amp;,System.UInt64&amp;,System.UInt64&amp;,System.UInt64&amp;)">
      <summary>
        <para>Return the four vertices on the given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the face should not be a base mesh face (the level &gt; 0).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="id">The id of the face </param>
      <param name="vertex1">The first vertex </param>
      <param name="vertex2">The second vertex </param>
      <param name="vertex3">The third vertex </param>
      <param name="vertex4">The fourth vertex</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.nonBaseFaceEdges(System.UInt64,System.UInt64&amp;,System.UInt64&amp;,System.UInt64&amp;,System.UInt64&amp;)">
      <summary>
        <para>Return the four edges on the given face. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the face should not be a base mesh face (the level &gt; 0).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="id">The id of the face </param>
      <param name="edge1">The first edge </param>
      <param name="edge2">The second edge </param>
      <param name="edge3">The third edge </param>
      <param name="edge4">The fourth edge</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.fromSelectionIndices(System.UInt64&amp;,System.UInt32,System.UInt32)">
      <summary>
        <para>Given the two integers that would show as selection indices for the subd component, return the 64-bit name for that component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <param name="firstIndex">The first selection index </param>
      <param name="secondIndex">The second selection index </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.toSelectionIndices(System.UInt64,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Given a 64-bit name, return the two integers that will show up as selection indices for that subd component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="id">The 64-bit name of the component </param>
      <param name="firstIndex">The first selection index </param>
      <param name="secondIndex">The second selection index </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnSubdNames.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnSubdNames.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent">
      <summary>
        <para>Triple indexed component function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set allows you to create, edit, and query triple indexed components. Triple indexed components store 3 dimensional index values. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.getCPtr(Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent)">
      <param name="obj">MFnTripleIndexedComponent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kTripleIndexedComponent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnTripleIndexedComponent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.create(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Create a triple indexed component of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allowable types are</para>
        <para>
          <ref>MFn::kLatticeComponent</ref>
        </para>
        <para>
          <section>
            <para>The new component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid component type </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">the type of component to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.addElement(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Add the specified element to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="sIndex">the s index to add </param>
      <param name="tIndex">the t index to add </param>
      <param name="uIndex">the u index to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.addElements(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Add the specified elements to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="sIndexArray">MIntArray</param>
      <param name="tIndexArray">MIntArray</param>
      <param name="uIndexArray">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.getElement(System.Int32,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Get the specified element from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="index">the index of the element to retrieve </param>
      <param name="sIndex">the s index of the component </param>
      <param name="tIndex">the t index of the component </param>
      <param name="uIndex">the u index of the component</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.getElements(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Get all of the element indices from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="sIndexArray">MIntArray</param>
      <param name="tIndexArray">MIntArray</param>
      <param name="uIndexArray">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.setCompleteData(System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Marks the component as complete (meaning all items are selected) and uses the argument to identify the total number of elements selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the component should contain N element indices, then the range would be [0,N-1].</para>
        <para>Also sets the complete state of the component to 'true' (i.e. setComplete(true)).</para>
      </remarks>
      <param name="maxS">the maximum number of S elements </param>
      <param name="maxT">the maximum number of T elements </param>
      <param name="maxU">the maximum number of U elements</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTripleIndexedComponent.getCompleteData(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>Returns the number of elements for the complete component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A complete component means that all elements are selected.</para>
      </remarks>
      <param name="maxS">storage for the maximum number of S elements </param>
      <param name="maxT">storage for the maximum number of T elements </param>
      <param name="maxU">storage for the maximum number of U elements</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnTypedAttribute">
      <summary>
        <para>Typed attribute function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnTypedAttribute</ref> is the function set for typed dependency node attributes. A typed attribute accepts exactly one type of data. The type that it accepts is set when the attribute is created.</para>
        <para>Once a typed attribute had been created, the data for it can be accessed using an <ref>MDataHandle</ref> while in your node's compute method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnTypedAttribute)">
      <param name="obj">MFnTypedAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kTypedAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnTypedAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MTypeId,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new typed attribute with the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to the new attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Bad type id or default data. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="id">Type id of the attribute's data. </param>
      <param name="defaultData">Default data for the attribute. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Create a new typed attribute with the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to the new attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Bad type id or default data. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="id">Type id of the attribute's data. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnData+Type,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Create a new typed attribute with the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to the new attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Bad type id or default data. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="type">Type</param>
      <param name="defaultData">Default data for the attribute. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnData+Type)">
      <summary>
        <para>Create a new typed attribute with the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to the new attribute object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> Out of memory. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Bad type id or default data. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="type">Type</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.getDefault(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the default data for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data can then be operated on using the appropriate MFn*Data functionset.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid type for default data, or function does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultCustomData">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.setDefault(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Set the default data for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data can be created using the appropriate MFn*Data function set.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid type for default data, or function does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultCustomData">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnTypedAttribute.get_attrType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnTypedAttribute.attrType">
      <summary>
        <para>Return the type of this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MFnData::Type</ref> enum.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The operation succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> This instance is not bound to an <ref>MObject</ref>. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData">
      <summary>
        <para>MUint64 array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnUInt64ArrayData</ref> allows the creation and manipulation of <ref>MUint64Array</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MUint64Arrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kUInt64Array when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnUInt64ArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnUInt64ArrayData)">
      <param name="obj">MFnUInt64ArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.set_Item(System.UInt32,System.UInt64)">
      <param name="index">UInt32</param>
      <param name="value">UInt64</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kUInt64ArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnUInt64ArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.set(System.UInt64,System.UInt32)">
      <summary>
        <para>Set the element at the specified index of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element </param>
      <param name="index">the index of the MUint64 to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.copyTo(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Copy all the MUint64s in the instance into the given <ref>MUint64Array</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MUint64Array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.set(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Set the element at the specified index of the array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MUint64Array</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.array()">
      <summary>
        <para>Return an <ref>MUint64Array</ref> containing the MUint64 array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MUint64Array</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MUint64Array</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MUint64Array.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to be empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.create(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to be empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MUint64Array</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.length">
      <summary>
        <para>Return the number of MUint64s in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of MUint64s in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent">
      <summary>
        <para>Single MUint64 indexed component function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set allows you to create, edit, and query single MUint64 indexed components. Single indexed components store 1 dimensional index values, where each value is an MUint64. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.getCPtr(Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent)">
      <param name="obj">MFnUint64SingleIndexedComponent</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kUint64SingleIndexedComponent</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnUint64SingleIndexedComponent". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.create(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Create a single indexed component of the given type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allowable types are</para>
        <para>
          <ref>MFn::kSubdivCVComponent</ref>
          <ref>MFn::kSubdivEdgeComponent</ref>
          <ref>MFn::kSubdivFaceComponent</ref>
        </para>
        <para>
          <section>
            <para>The new component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid component type </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="compType">the type of component to create </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.addElement(System.UInt64)">
      <summary>
        <para>Add the specified element to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="element">the element index to be added</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.addElements(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Add the specified elements to the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="elements">the array of element indices to be added</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.element(System.Int32)">
      <summary>
        <para>Returns the specified element from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The index of the specified component</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an object error has occurred </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the element to retrieve </param>
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.getElements(Autodesk.Maya.OpenMaya.MUint64Array)">
      <summary>
        <para>Get all of the element indices from the component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="elements">storage for the array of indices</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.setCompleteData(System.UInt64)">
      <summary>
        <para>Marks the component as complete (meaning all items are selected) and uses the argument to identify the total number of elements selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the component should contain N element indices, then the range would be [0,N-1].</para>
        <para>Also sets the complete state of the component to 'true' (i.e. setComplete(true)).</para>
      </remarks>
      <param name="numElements">the maximum number of elements in the component</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUint64SingleIndexedComponent.getCompleteData(System.UInt64&amp;)">
      <summary>
        <para>Returns the number of elements for the complete component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A complete component means that all elements are selected.</para>
      </remarks>
      <param name="numElements">storage for the maximum number of elements</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnUnitAttribute">
      <summary>
        <para>Unit attribute Function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnUnitAttribute</ref> is the function set for dependency nodes attributes that store one of the fundamental types of Maya data. The currently supported types are <ref>MAngle</ref>, <ref>MDistance</ref>, and <ref>MTime</ref>.</para>
        <para>It is possible to set the defaults using a double. This is valid for angles and distances. In the case of angles, the value is assumed to be in radians, and in the case of distances, it is assumed to be in centimeters. Time values should not be set using a double.</para>
        <para>It is possible to use unit attributes in place of double attributes when creating numeric compounds (see MFnNumericAttrbute). To create a numeric compound of three distance values, create the three child attributes using <ref>MFnUnitAttribute</ref> and then pass the children into the create method of <ref>MFnNumericAttribute</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getCPtr(Autodesk.Maya.OpenMaya.MFnUnitAttribute)">
      <param name="obj">MFnUnitAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kUnitAttribute</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnUnitAttribute". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnUnitAttribute+Type,System.Double)">
      <summary>
        <para>Create a new unit attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For both angle and distance attributes, the attribute is type independent. For example, you define an angular attribute as containing an angle in radians. The defaultValue passed to the create method must be in these units, and the value in those units will be returned by the get and set methods. If this method is used to instantiate a time attribute, the units stored in the attribute will be those of the current default time unit (see <ref>MTime</ref>).</para>
        <para>A unit attribute supports both a hard maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the user interface for limits on sliders, but values within the hard range are still valid.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="unitType">an element of the MFnUnitAttribute::Type enum </param>
      <param name="defaultValue">the default value for the new attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MFnUnitAttribute+Type)">
      <summary>
        <para>Create a new unit attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For both angle and distance attributes, the attribute is type independent. For example, you define an angular attribute as containing an angle in radians. The defaultValue passed to the create method must be in these units, and the value in those units will be returned by the get and set methods. If this method is used to instantiate a time attribute, the units stored in the attribute will be those of the current default time unit (see <ref>MTime</ref>).</para>
        <para>A unit attribute supports both a hard maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the user interface for limits on sliders, but values within the hard range are still valid.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="unitType">an element of the MFnUnitAttribute::Type enum </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Create a new unit attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For both angle and distance attributes, the attribute is type independent. For example, you define an angular attribute as containing an angle in radians. The defaultValue passed to the create method must be in these units, and the value in those units will be returned by the get and set methods. If this method is used to instantiate a time attribute, the units stored in the attribute will be those of the current default time unit (see <ref>MTime</ref>).</para>
        <para>A unit attribute supports both a hard maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the user interface for limits on sliders, but values within the hard range are still valid.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="defaultValue">the default value for the new attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Create a new unit attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For both angle and distance attributes, the attribute is type independent. For example, you define an angular attribute as containing an angle in radians. The defaultValue passed to the create method must be in these units, and the value in those units will be returned by the get and set methods. If this method is used to instantiate a time attribute, the units stored in the attribute will be those of the current default time unit (see <ref>MTime</ref>).</para>
        <para>A unit attribute supports both a hard maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the user interface for limits on sliders, but values within the hard range are still valid.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="defaultValue">the default value for the new attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.create(System.String,System.String,Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Create a new unit attribute and return it as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For both angle and distance attributes, the attribute is type independent. For example, you define an angular attribute as containing an angle in radians. The defaultValue passed to the create method must be in these units, and the value in those units will be returned by the get and set methods. If this method is used to instantiate a time attribute, the units stored in the attribute will be those of the current default time unit (see <ref>MTime</ref>).</para>
        <para>A unit attribute supports both a hard maximum/minimum and a soft maximum/minimum. The soft maximum/minimum are used by the user interface for limits on sliders, but values within the hard range are still valid.</para>
        <para>The create method needs to be called on a per node basis. That means if you want to create and add the same attribute to multiple nodes, you need to call the create method for each node to get a unique <ref>MObject</ref> back. If you call create just once and add the attribute to multiple nodes, Maya will encounter a fatal error.</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the new attribute </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">String</param>
      <param name="briefName">String</param>
      <param name="defaultValue">the default value for the new attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMin(System.Double&amp;)">
      <summary>
        <para>Return the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMin(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Return the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMin(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Return the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMin(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Return the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMax(System.Double&amp;)">
      <summary>
        <para>Return the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMax(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Return the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMax(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Return the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getMax(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Return the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMin(System.Double&amp;)">
      <summary>
        <para>Return the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMin(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Return the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMin(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Return the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMin(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Return the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a minimum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMax(System.Double&amp;)">
      <summary>
        <para>Return the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMax(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Return the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMax(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Return the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getSoftMax(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Return the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and interpret the response appropriately.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the attribute does not have a maximum </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMin(System.Double)">
      <summary>
        <para>Set the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMin(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMin(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMin(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMax(System.Double)">
      <summary>
        <para>Set the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMax(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMax(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setMax(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMin(System.Double)">
      <summary>
        <para>Set the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMin(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMin(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMin(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the soft minimum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="minValue">the new soft minimum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMax(System.Double)">
      <summary>
        <para>Set the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMax(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMax(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setSoftMax(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set the soft maximum value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the numerical value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> this instance is not bound to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="maxValue">the new soft maximum value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getDefault(System.Double&amp;)">
      <summary>
        <para>Gets the default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the given double which represents the default value for the attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">returns the default value for this attribute. This method simply returns the given default value of the attribute as a double. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getDefault(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Gets the default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the given double which represents the default value for the attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">returns the default value for this attribute. This method simply returns the given default value of the attribute as a double. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getDefault(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Gets the default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the given double which represents the default value for the attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">returns the default value for this attribute. This method simply returns the given default value of the attribute as a double. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.getDefault(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Gets the default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply returns the given double which represents the default value for the attribute.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the operation succeeded </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">returns the default value for this attribute. This method simply returns the given default value of the attribute as a double. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setDefault(System.Double)">
      <summary>
        <para>Set a new default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the new default value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> the operation succeeded </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">the new default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setDefault(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Set a new default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the new default value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> the operation succeeded </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">the new default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setDefault(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Set a new default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the new default value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> the operation succeeded </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">the new default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.setDefault(Autodesk.Maya.OpenMaya.MDistance)">
      <summary>
        <para>Set a new default value for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This routine simply stores the given double as the new default value of the attribute. It is up to the programmer to know the units used by this attribute (eg. radians for angular data, centimeters for distance data, etc.) and provide the appropriate value.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> the operation succeeded </para>
          </section>
        </para>
      </remarks>
      <param name="defaultValue">the new default value for this attribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.get_unitType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.get_hasMin()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.get_hasMax()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.get_hasSoftMin()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnUnitAttribute.get_hasSoftMax()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUnitAttribute.unitType">
      <summary>
        <para>Return the unit type of this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An element of the <ref>MFnUnitAttribute::Type</ref> enum </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUnitAttribute.hasMin">
      <summary>
        <para>Determine whether or not this attribute has a minimum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a minimum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUnitAttribute.hasMax">
      <summary>
        <para>Determine whether or not this attribute has a maximum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a maximum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUnitAttribute.hasSoftMin">
      <summary>
        <para>Determine whether or not this attribute has a soft minimum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a minimum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUnitAttribute.hasSoftMax">
      <summary>
        <para>Determine whether or not this attribute has a soft maximum value set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the attribute has a maximum value, and false otherwise </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type">
      <summary>
        <para>Type of unit represented by attribute values. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kInvalid">
      <summary>
        <para>Invalid unit type. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kAngle">
      <summary>
        <para>Angular attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kDistance">
      <summary>
        <para>Distance (linear) attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kTime">
      <summary>
        <para>Time attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kLast">
      <summary>
        <para>Last value, for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type">
      <summary>
        <para>The types of results that MEL commands can return. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnUnitAttribute.Type.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVectorArrayData">
      <summary>
        <para>int array function set for dependency node data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnVectorArrayData</ref> allows the creation and manipulation of <ref>MVectorArray</ref> data objects for use in the dependency graph.</para>
        <para>If a user written dependency node either accepts or produces MVectorArrays, then this class is used to extract or create the data that comes from or goes to other dependency graph nodes. The <ref>MDataHandle::type</ref> method will return kVectorArray when data of this type is present. To access it, the <ref>MDataHandle::data</ref> method is used to get an <ref>MObject</ref> for the data and this should then be used to initialize an instance of <ref>MFnVectorArrayData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.getCPtr(Autodesk.Maya.OpenMaya.MFnVectorArrayData)">
      <param name="obj">MFnVectorArrayData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.set_Item(System.UInt32,Autodesk.Maya.OpenMaya.MVector)">
      <param name="index">UInt32</param>
      <param name="value">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kVectorArrayData</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnVectorArrayData". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.set(Autodesk.Maya.OpenMaya.MVector,System.UInt32)">
      <summary>
        <para>Set the element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="element">the element </param>
      <param name="index">the index of the vector to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.copyTo(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Copy all the vectors in the instance into the given <ref>MVectorArray</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.set(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Set the element at the specified index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No checking is done by this class to ensure that the index is valid - use the length method to determine the size of the array.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>kSuccess</b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>kFailure</b> instance is not attached to an <ref>MObject</ref></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="newArray">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.array()">
      <summary>
        <para>Return an <ref>MVectorArray</ref> containing the vector array currently operated upon by the function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MVectorArray</ref> returned by this method is editable, so any changes to the return instance also affects the <ref>MObject</ref> operated upon by this function set.</para>
        <para>
          <section>
            <para>A copy of the <ref>MVectorArray</ref> held in this instance </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVectorArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.create()">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to be empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.create(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Create a new <ref>MObject</ref>, attach it to this instance, and initialize it to be empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The newly created <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVectorArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVectorArrayData.get_length()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVectorArrayData.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MFnVectorArrayData.length">
      <summary>
        <para>Return the number of vectors in the instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of vectors in the instance </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVolumeLight">
      <summary>
        <para>Manage volume Light dependency Nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnVolumeLight</ref> facilitates creation and manipulation of dependency graph nodes representing voume lights. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.getCPtr(Autodesk.Maya.OpenMaya.MFnVolumeLight)">
      <param name="obj">MFnVolumeLight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kVolumeLight</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnVolumeLight". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.create(System.Boolean)">
      <summary>
        <para>Creates a new volume light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.create()">
      <summary>
        <para>Creates a new volume light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Creates a new volume light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <param name="wantTransform">Boolean</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.create(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Creates a new volume light dependency graph node and adds it to the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the UIvisible parameter is true, the new node will be connected to the light classification node (which allows the UI to recognize the node as a light) and added to the default light list. If UIvisible is false, the node will be created in isolation.</para>
        <para>The light node is added to the current model, under a new transformation.</para>
        <para>
          <section>
            <para>
              <ref>MObject</ref> representing the new dependency node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> ran out of memory </para>
                </item>
                <item>
                  <para>
                    <b>MS::kNoModelActive</b> no model is currently active </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kLicenseFailure</ref>
                    </b> application not licensed for attempted operation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parent">MObject</param>
      <param name="UIvisible">determines whether or not to connect the new node to the light classification node and add it to the default light list. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_lightShape(Autodesk.Maya.OpenMaya.MFnVolumeLight+MLightShape)">
      <param name="value">MLightShape</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_lightShape()">
      <returns>Returns a MLightShape.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_volumeLightDirection(Autodesk.Maya.OpenMaya.MFnVolumeLight+MLightDirection)">
      <param name="value">MLightDirection</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_volumeLightDirection()">
      <returns>Returns a MLightDirection.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_arc(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_arc()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_coneEndRadius(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_coneEndRadius()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_emitAmbient(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_emitAmbient()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_colorRamp()">
      <returns>Returns a MRampAttribute.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_penumbraRamp()">
      <returns>Returns a MRampAttribute.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.set_shadowAngle(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFnVolumeLight.get_shadowAngle()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.lightShape">
      <summary>
        <para>Retrieves the "lightShape" attribute of the light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shape can be one of the following.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kBoxVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kCylinderVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kSphereVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kConeVolume</ref>
                </b>
              </para>
            </item>
          </list>
          <section>
            <para>The value of the "lightShape" attribute of the volume light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "lightShape" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>The shape can be one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kBoxVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kCylinderVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kSphereVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kConeVolume</ref>
                </b>
              </para>
            </item>
          </list>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.volumeLightDirection">
      <summary>
        <para>Retrieves the value of the "volumeLightDirection" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The volumeLightDirection attribute determines the direction of the light within the volume. Outward has light moving away from the center of a Box or Sphere and away from the central axis of a Cylinder or Cone. Inward is the reverse of the direction. One can light from the outside of a sphere going in. Up Axis is like a directional light pointing in the positive y direction. Down axis points in the negative y direction. Note that Inward will not always shadow in a desirable fashion. The volumeLightDirection attribute can be one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kInward</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kOutward</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kDownAxis</ref>
                </b>
              </para>
            </item>
          </list>
          <section>
            <para>The value of the "lightDirection" attribute of the volume light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "volumeLightDirection" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>The shape can be one of the following.</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kBoxVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kCylinderVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kSphereVolume</ref>
                </b>
              </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnVolumeLight::kConeVolume</ref>
                </b>
              </para>
            </item>
          </list>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.arc">
      <summary>
        <para>Retrieves the value of the "arc" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The arc is an angular slice of the light about the y axis. The value can range from 0 to 360 degrees.</para>
        <para>
          <section>
            <para>The value of the "arc" attribute of the volume light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "arc" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.coneEndRadius">
      <summary>
        <para>Retrieves the value of the "coneEndRadius" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The coneEndRadius attribute determines the relative size of the one end of the cone. At a value of 1.0 it is a cylinder, while at 0 it is a cone.</para>
        <para>
          <section>
            <para>The value of the "coneEndRadius" attribute of the volume light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "coneEndRadius" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.emitAmbient">
      <summary>
        <para>Retrieves the value of the "emitAmbient" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If true, then light affects surfaces in a non directional fashion. When combined with Emit Diffuse the lighting at a surface will be half applied using the surface/light angle, and half in a nondirectional fashion. If Emit Diffuse is off then the light will be totally omnidirectional.</para>
        <para>
          <section>
            <para>The value of the "emitAmbient" attribute of the volume light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "emitAmbient" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object, </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.colorRamp">
      <summary>
        <para>Retrieves the "colorRamp" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color ramp attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.penumbraRamp">
      <summary>
        <para>Retrieves the "penumbraRamp" attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The penumbra ramp attribute</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVolumeLight.shadowAngle">
      <summary>
        <para>Retrieves the value of the "shadowAngle" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This attribute represents an angular divergence from the direction vector of the light used to calculate soft shadows. It's enabled only if the volume light direction is kDownAxis.</para>
        <para>
          <section>
            <para>The value of the "shadowAngle" attribute of the light node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the value of the "shadowAngle" attribute of a volume light node. </para>
      </summary>
      <remarks>
        <para>It's enabled only if the volume light direction is kDownAxis.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> function set does not have a valid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape">
      <summary>
        <para>Available shapes for a volume light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kBoxVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kSphereVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kCylinderVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kConeVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection">
      <summary>
        <para>Direction that light travels. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kOutward">
      <summary>
        <para>Light travels outwared from the center of a box- or sphere-shaped volume, and outward from the axis of a cylinder- or cone-shaped volume. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kInward">
      <summary>
        <para>Light travels inward toward the center of a box- or sphere-shaped volume, and inward toward the axis of a cylinder- or cone-shaped volume. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kDownAxis">
      <summary>
        <para>Light travels down the axis, like a directional light pointing in the negative Y direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape">
      <summary>
        <para>Available shapes for a volume light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kBoxVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kSphereVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kCylinderVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightShape.kConeVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection">
      <summary>
        <para>Direction that light travels. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kOutward">
      <summary>
        <para>Light travels outwared from the center of a box- or sphere-shaped volume, and outward from the axis of a cylinder- or cone-shaped volume. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kInward">
      <summary>
        <para>Light travels inward toward the center of a box- or sphere-shaped volume, and inward toward the axis of a cylinder- or cone-shaped volume. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MFnVolumeLight.MLightDirection.kDownAxis">
      <summary>
        <para>Light travels down the axis, like a directional light pointing in the negative Y direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIffFile">
      <summary>
        <para>Read file images stored on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides a simple C++ interface to the IFF i/o library (flib). A class called <ref>MIffTag</ref> is used to create the 4 byte tags that are used to distinguish the different block types within an IFF file. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.#ctor()">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.#ctor(System.String)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="fileName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.getCPtr(Autodesk.Maya.OpenMaya.MIffFile)">
      <param name="obj">MIffFile</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.open(System.String)">
      <summary>
        <para>Opens the file for reading. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the open was successful, </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">The file name (full path).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.close()">
      <summary>
        <para>Close the currently open file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the close was successful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> Invalid object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.beginReadGroup(Autodesk.Maya.OpenMaya.MIffTag,Autodesk.Maya.OpenMaya.MIffTag)">
      <summary>
        <para>Opens a group for reading. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A group is composed of several chunks (sub-groups). Provides the id and type of the current group. Can be followed by several calls to chunk reading functions or to nested beginReadGroup(...) calls if needed (depending on the file structure). The function endReadGroup(...) is used to closed a group skipping remaining data (including nested groups).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was successful, </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="id">id of the group being read </param>
      <param name="type">type of the group being read</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.endReadGroup()">
      <summary>
        <para>Closes group currently being read, skipping remaining data (including nested groups). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the close was successful </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.getChunk(Autodesk.Maya.OpenMaya.MIffTag,System.UInt32&amp;)">
      <summary>
        <para>Opens a chunk for reading. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A chunk is a block of unstructured data with an associated tag.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Returns a pointer to the data, the content of which should not be modified. </para>
                </item>
                <item>
                  <para>NULL if the read was not successful. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="chunkTag">chunk's associated tag </param>
      <param name="byteCount">number of bytes in the chunk</param>
      <returns>Returns a SByte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.beginGet(Autodesk.Maya.OpenMaya.MIffTag,System.UInt32&amp;)">
      <summary>
        <para>Begin grabbing the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the read was successful, <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="chunkTag">tag of current chunk </param>
      <param name="byteCount">number of bytes in the chunk</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.endGet()">
      <summary>
        <para>Finish grabbing the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if successful, <ref>MS::kFailure</ref> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.get(System.SByte[],System.UInt32)">
      <summary>
        <para>Attempt to read 'byteCount' bytes from the file into the buffer pointed to by buf. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of bytes read if successful.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Read failure has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="buf">pointer to buffer in which to store the data read from the file. </param>
      <param name="byteCount">maximum number of bytes that buf can hold </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.iffGetShort(System.Int16&amp;)">
      <summary>
        <para>Grabs a short from the active file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the open was successful, </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the short value read from the file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.iffGetInt(System.Int32&amp;)">
      <summary>
        <para>Grabs an integer from the active file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the open was successful, </para>
                </item>
                <item>
                  <para>MS::fFailure otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the int value read from the file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.iffGetFloat(System.Single&amp;)">
      <summary>
        <para>Grabs a float from the active file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the open was successful </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> Invalid object or read. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the float value read from the file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.get_isActive()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffFile.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffFile.isActive">
      <summary>
        <para>Is the file currently active? </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the file is active, false otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffFile.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIffTag">
      <summary>
        <para>Encapsulates IFF's 4 character block structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class <ref>MIffTag</ref> is used to create the 4 byte tags that are used to distinguish the different block types within an IFF file. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.#ctor()">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="a">Byte</param>
      <param name="b">Byte</param>
      <param name="c">Byte</param>
      <param name="d">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.#ctor(System.UInt32)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="tag">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.getCPtr(Autodesk.Maya.OpenMaya.MIffTag)">
      <param name="obj">MIffTag</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.equalEqual(Autodesk.Maya.OpenMaya.MIffTag)">
      <param name="tag">MIffTag</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kFORM()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kCAT()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kLIST()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kPROP()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kFOR4()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kFOR8()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kCAT4()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kCAT8()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kLIS4()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kLIS8()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kPRO4()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIffTag.get_kPRO8()">
      <returns>Returns a MIffTag.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kFORM">
      <summary>
        <para>Marks the start of a group of data blocks. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kCAT">
      <summary>
        <para>Defines an unsorted group of FORM, e.g. images or sounds. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kLIST">
      <summary>
        <para>Defines a sorted group of FORM, e.g. sequence of images. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kPROP">
      <summary>
        <para>Marks the start of a group of data blocks containing properties shared between forms that are a part of a LIST. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kFOR4">
      <summary>
        <para>Four byte aligned FORM block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kFOR8">
      <summary>
        <para>Eight byte aligned FORM block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kCAT4">
      <summary>
        <para>Four byte aligned CAT block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kCAT8">
      <summary>
        <para>Eight byte aligned CAT block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kLIS4">
      <summary>
        <para>Four byte aligned LIST block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kLIS8">
      <summary>
        <para>Eight byte aligned LIST block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kPRO4">
      <summary>
        <para>Four byte aligned PROP block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIffTag.kPRO8">
      <summary>
        <para>Eight byte aligned PROP block. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImage">
      <summary>
        <para>Image manipulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for reading file images stored on disk.</para>
        <para>
          <ref>MImage</ref> is a class which provides access to some of Maya's image manipulation functionality. It has methods for loading and resizing image files in any Maya-supported raster format, including IFF, SGI, Softimage (pic), TIFF (tif), Alias PIX (als), GIF, RLA, JPEG (jpg). The image is stored as an uncompressed array of pixels, that can be read and manipulated directly. For simplicity, the pixels are stored in a RGBA format (4 bytes per pixel). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.getCPtr(Autodesk.Maya.OpenMaya.MImage)">
      <param name="obj">MImage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MImage.create(System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMaya.MImage+MPixelType)">
      <summary>
        <para>Create a new <ref>MImage</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allocates memory for an RGBA array of pixels of the given size. If an object was already in memory, it is released first.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is not enough memory to allocate the array. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the desired image's width in pixels. </param>
      <param name="height">the desired image's height in pixels. </param>
      <param name="channels">the desired number of channels per pixel. For byte typed images, 4 channels is the only value currently supported. </param>
      <param name="type">the desired pixel format.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.create(System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Create a new <ref>MImage</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allocates memory for an RGBA array of pixels of the given size. If an object was already in memory, it is released first.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is not enough memory to allocate the array. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the desired image's width in pixels. </param>
      <param name="height">the desired image's height in pixels. </param>
      <param name="channels">the desired number of channels per pixel. For byte typed images, 4 channels is the only value currently supported. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.create(System.UInt32,System.UInt32)">
      <summary>
        <para>Create a new <ref>MImage</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Allocates memory for an RGBA array of pixels of the given size. If an object was already in memory, it is released first.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is not enough memory to allocate the array. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the desired image's width in pixels. </param>
      <param name="height">the desired image's height in pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.readFromFile(System.String,Autodesk.Maya.OpenMaya.MImage+MPixelType)">
      <summary>
        <para>Attempt to identify and open the specified image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that IFF and SGI are the fastest image file formats for reading.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image file was succesfully identified and opened. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">the full path of the image file that should be opened. </param>
      <param name="type">the desired pixel format. kUnknown attempts to load the native pixel type.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.readFromFile(System.String)">
      <summary>
        <para>Attempt to identify and open the specified image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that IFF and SGI are the fastest image file formats for reading.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image file was succesfully identified and opened. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">the full path of the image file that should be opened. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.readFromTextureNode(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MImage+MPixelType)">
      <summary>
        <para>Attempt to read the content of the given file texture node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that IFF and SGI are the fastest image file formats for reading.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the content of the file texture was read succesfully. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureObject">an object that refers to the file texture node that should be read. </param>
      <param name="type">the desired pixel format. kUnknown attempts to load the native image pixel type.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.readFromTextureNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attempt to read the content of the given file texture node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Please note that IFF and SGI are the fastest image file formats for reading.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the content of the file texture was read succesfully. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureObject">an object that refers to the file texture node that should be read. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.getSize(System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Get the width and height of the currently opened image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is no currently opened image. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the variable that will be set to the image's width in pixels. </param>
      <param name="height">the variable that will be set to the image's height in pixels.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.pixels()">
      <summary>
        <para>Returns a pointer to the first pixel of the uncompressed pixels array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array is tightly packed, of size (width * height * depth) bytes. For the moment, pixels are always stored in a RGBA (depth=4 bytes) pixel format.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Pointer to the first pixel of the array. </para>
                </item>
                <item>
                  <para>NULL if no image is currently opened, or the current image has a pixel type other than kByte </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.floatPixels()">
      <summary>
        <para>Returns a pointer to the first pixel of the uncompressed pixels array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array is tightly packed, of size (width * height * depth * sizeof( float)) bytes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>Pointer to the first pixel of the array. </para>
                </item>
                <item>
                  <para>NULL if no image is currently opened, or the current image has a pixel type other than kFloat </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.setPixels(System.Byte[],System.UInt32,System.UInt32)">
      <summary>
        <para>Set the pointer to the first pixel of the uncompressed pixels array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array is tightly packed, of size (width * height * depth) bytes. For the moment, pixels are always stored in a RGBA (depth=4 bytes) pixel format.</para>
        <para />
      </remarks>
      <param name="pixels">Byte[]</param>
      <param name="width">the variable that will be set to the image's width in pixels. </param>
      <param name="height">the variable that will be set to the image's height in pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.setFloatPixels(System.Single[],System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the pointer to the first pixel of the uncompressed pixels array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array is tightly packed, of size (width * height * depth) bytes. For the moment, pixels are always stored in a RGBA (depth=4 bytes) pixel format.</para>
        <para />
      </remarks>
      <param name="pixels">Single[]</param>
      <param name="width">the variable that will be set to the image's width in pixels. </param>
      <param name="height">the variable that will be set to the image's height in pixels. </param>
      <param name="channels">the number of channels per pixel. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.setFloatPixels(System.Single[],System.UInt32,System.UInt32)">
      <summary>
        <para>Set the pointer to the first pixel of the uncompressed pixels array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array is tightly packed, of size (width * height * depth) bytes. For the moment, pixels are always stored in a RGBA (depth=4 bytes) pixel format.</para>
        <para />
      </remarks>
      <param name="pixels">Single[]</param>
      <param name="width">the variable that will be set to the image's width in pixels. </param>
      <param name="height">the variable that will be set to the image's height in pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.getDepthMapSize(System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Returns the size of the depth map buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note, depth maps can differ in resolution from the color map. This is mainly for oversampling support in image planes. In all other cases, you should insure that depth size matches the color buffer size. You cannot write out an image where the depth map and image map has different resolutions.</para>
        <para>
          <b>Note, depth maps are not support with HDR, or floating point, images. </b>
        </para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - height / width successfully returned. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid depth map data. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">- width of the depth map </param>
      <param name="height">- height of the depth map</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.getDepthMapRange(System.Single&amp;,System.Single&amp;)">
      <param name="minValue">Single&amp;</param>
      <param name="maxValue">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.setDepthMap(System.Single[],System.UInt32,System.UInt32)">
      <summary>
        <para>Specifies the depth map resolution and data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note, it is possible for the depth map to be a different resolution from the color map. This is to support oversampling with image planes. You cannot save image data to a file if the color map and image maps are different resolutions.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - depth values successfully loaded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid object. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> - invalid parameter values. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth">- float buffer that contains depth values. The depth values should be stored as -1.0/eyeDistance, where eyeDistance == 0.0 implies no depth is at that location. </param>
      <param name="width">- the width of the depth buffer </param>
      <param name="height">- the height of the depth buffer.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.setDepthMap(Autodesk.Maya.OpenMaya.MFloatArray,System.UInt32,System.UInt32)">
      <summary>
        <para>Specifies the depth map resolution and data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note, it is possible for the depth map to be a different resolution from the color map. This is to support oversampling with image planes. You cannot save image data to a file if the color map and image maps are different resolutions.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - depth values successfully loaded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid object. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> - invalid parameter values. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="depth">- float buffer that contains depth values. The depth values should be stored as -1.0/eyeDistance, where eyeDistance == 0.0 implies no depth is at that location. </param>
      <param name="width">- the width of the depth buffer </param>
      <param name="height">- the height of the depth buffer.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.depthMap()">
      <summary>
        <para>Returns a pointer to the depth data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid object, or no depth data exists for this image instance. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - depth buffer successfully returned. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.readDepthMap(System.String)">
      <summary>
        <para>Reads the depth map from the specified file and place the result into the depth map array of this <ref>MImage</ref> instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid object, or a depth buffer does not exist in the specified file. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - depth map successfully read. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">- the path to the depth file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.resize(System.Int32,System.Int32,System.Boolean)">
      <summary>
        <para>Resize the currently opened image to the specified dimension, or to the closest width/height that is preserves the original aspect ratio. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resizing the image doesn't affect the file it was loaded from; it only affects the pixels in memory. The pixels are automatically filtered and antialiased to avoid a pixelated look.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was succesful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is no currently opened image, the image has a pixel type other than kByte, there is not enough memory to allocate the new pixels array, or in case of any other error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the desired width in pixels. </param>
      <param name="height">the desired height in pixels. </param>
      <param name="preserveAspectRatio">a boolean specifying whether the aspect ratio should be preserved or not. If this flag is set, the given width and height are interpreted as the maximum dimensions allowable.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.resize(System.Int32,System.Int32)">
      <summary>
        <para>Resize the currently opened image to the specified dimension, or to the closest width/height that is preserves the original aspect ratio. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Resizing the image doesn't affect the file it was loaded from; it only affects the pixels in memory. The pixels are automatically filtered and antialiased to avoid a pixelated look.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was succesful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if there is no currently opened image, the image has a pixel type other than kByte, there is not enough memory to allocate the new pixels array, or in case of any other error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">the desired width in pixels. </param>
      <param name="height">the desired height in pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.filterExists(Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat)">
      <summary>
        <para>Return whether or not a given source format can be directly converted to a given target format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MImage::filter()</ref> for more information.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the filter exists. </para>
                </item>
                <item>
                  <para>false otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceFormat">the format of the source image.</param>
      <param name="targetFormat">the format of the resulting image. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.filter(Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,System.Double,System.Double)">
      <summary>
        <para>Modify the content of the image by applying a filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The dimension of the image remains the same; only the RGBA components get affected.</para>
        <para>Currently, only one filter is supported:</para>
        <para>
          <em>sourceFormat = kHeightFieldBumpFormat, targetFormat = kNormalMapBumpFormat: </em> this filter performs a conversion from the height-field bump format (generally used by Maya) to a normal map bump format suitable for interactive display. This filter is typically most useful to support bump mapping in a MPxHwShaderNode-derived hardware shader plug-in, since most high-end graphics adapter support it. For more information regarding this filter, see "A Practical and Robust Bump-mapping Technique for Today's GPUs", by Mark J. Kilgard, NVIDIA Corporation.</para>
        <para>The scale argument for this filter can vary from -256.0 to 256.0, although typical values range from 1.0 to 10.0. The offset argument is currently ignored and should be left to the default value of 0.0.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was succesful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if this image is empty or uses a format other than kByte. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceFormat">the source format. </param>
      <param name="targetFormat">desired target format. </param>
      <param name="scale">vary depending on the source/target format. </param>
      <param name="offset">vary depending on the source/target format.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.filter(Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,System.Double)">
      <summary>
        <para>Modify the content of the image by applying a filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The dimension of the image remains the same; only the RGBA components get affected.</para>
        <para>Currently, only one filter is supported:</para>
        <para>
          <em>sourceFormat = kHeightFieldBumpFormat, targetFormat = kNormalMapBumpFormat: </em> this filter performs a conversion from the height-field bump format (generally used by Maya) to a normal map bump format suitable for interactive display. This filter is typically most useful to support bump mapping in a MPxHwShaderNode-derived hardware shader plug-in, since most high-end graphics adapter support it. For more information regarding this filter, see "A Practical and Robust Bump-mapping Technique for Today's GPUs", by Mark J. Kilgard, NVIDIA Corporation.</para>
        <para>The scale argument for this filter can vary from -256.0 to 256.0, although typical values range from 1.0 to 10.0. The offset argument is currently ignored and should be left to the default value of 0.0.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was succesful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if this image is empty or uses a format other than kByte. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceFormat">the source format. </param>
      <param name="targetFormat">desired target format. </param>
      <param name="scale">vary depending on the source/target format. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.filter(Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat,Autodesk.Maya.OpenMaya.MImage+MImageFilterFormat)">
      <summary>
        <para>Modify the content of the image by applying a filter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The dimension of the image remains the same; only the RGBA components get affected.</para>
        <para>Currently, only one filter is supported:</para>
        <para>
          <em>sourceFormat = kHeightFieldBumpFormat, targetFormat = kNormalMapBumpFormat: </em> this filter performs a conversion from the height-field bump format (generally used by Maya) to a normal map bump format suitable for interactive display. This filter is typically most useful to support bump mapping in a MPxHwShaderNode-derived hardware shader plug-in, since most high-end graphics adapter support it. For more information regarding this filter, see "A Practical and Robust Bump-mapping Technique for Today's GPUs", by Mark J. Kilgard, NVIDIA Corporation.</para>
        <para>The scale argument for this filter can vary from -256.0 to 256.0, although typical values range from 1.0 to 10.0. The offset argument is currently ignored and should be left to the default value of 0.0.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the operation was succesful. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if this image is empty or uses a format other than kByte. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="sourceFormat">the source format. </param>
      <param name="targetFormat">desired target format. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.writeToFile(System.String,System.String)">
      <summary>
        <para>Save the content of this image in a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the file is saved in IFF format. Optionally, the file can also be converted in a variety of image formats.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured. Common potential errors include: empty image, invalid output format, invalid pathname, not enough disk space or read-only file.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">a path to the desired file. This path can be absolute (eg: "C:/temp/bump.iff") or relative (eg: "temp/bump.iff").</param>
      <param name="outputFormat">the desired image format to save into. This follows the same convention found in the Render Globals window. Examples of valid formats include: als, bmp, cin, gif, jpg, rla, sgi, tga, tif. "iff" is the default, and is the fastest format to save into since it doesn't need any internal conversion.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.writeToFile(System.String)">
      <summary>
        <para>Save the content of this image in a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the file is saved in IFF format. Optionally, the file can also be converted in a variety of image formats.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured. Common potential errors include: empty image, invalid output format, invalid pathname, not enough disk space or read-only file.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">a path to the desired file. This path can be absolute (eg: "C:/temp/bump.iff") or relative (eg: "temp/bump.iff").</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.writeToFileWithDepth(System.String,System.String,System.Boolean)">
      <summary>
        <para>Save the content of this image in a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the file is saved in IFF format. Optionally, the file can also be converted in a variety of image formats. If the writeDepth parameter is true then any depth information stored in <ref>MImage</ref> will be written to file.</para>
        <para>
          <b>IMPORTANT: Depth map is only supported if the outputFormat is 'iff'. If the depth map and color map size differ in resolution then the file cannot be written. </b>
        </para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured. Common potential errors include: empty image, invalid output format, invalid pathname, not enough disk space, read-only file, or depth map resolution does not match color map resolution.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">a path to the desired file. This path can be absolute (eg: "C:/temp/bump.iff") or relative (eg: "temp/bump.iff").</param>
      <param name="outputFormat">the desired image format to save into. This follows the same convention found in the Render Globals window. Examples of valid formats include: als, bmp, cin, gif, jpg, rla, sgi, tga, tif. "iff" is the default, and is the fastest format to save into since it doesn't need any internal conversion.</param>
      <param name="writeDepth">writes the depth channel information if it stored in the class data.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.writeToFileWithDepth(System.String,System.String)">
      <summary>
        <para>Save the content of this image in a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the file is saved in IFF format. Optionally, the file can also be converted in a variety of image formats. If the writeDepth parameter is true then any depth information stored in <ref>MImage</ref> will be written to file.</para>
        <para>
          <b>IMPORTANT: Depth map is only supported if the outputFormat is 'iff'. If the depth map and color map size differ in resolution then the file cannot be written. </b>
        </para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured. Common potential errors include: empty image, invalid output format, invalid pathname, not enough disk space, read-only file, or depth map resolution does not match color map resolution.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">a path to the desired file. This path can be absolute (eg: "C:/temp/bump.iff") or relative (eg: "temp/bump.iff").</param>
      <param name="outputFormat">the desired image format to save into. This follows the same convention found in the Render Globals window. Examples of valid formats include: als, bmp, cin, gif, jpg, rla, sgi, tga, tif. "iff" is the default, and is the fastest format to save into since it doesn't need any internal conversion.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.writeToFileWithDepth(System.String)">
      <summary>
        <para>Save the content of this image in a file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the file is saved in IFF format. Optionally, the file can also be converted in a variety of image formats. If the writeDepth parameter is true then any depth information stored in <ref>MImage</ref> will be written to file.</para>
        <para>
          <b>IMPORTANT: Depth map is only supported if the outputFormat is 'iff'. If the depth map and color map size differ in resolution then the file cannot be written. </b>
        </para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured. Common potential errors include: empty image, invalid output format, invalid pathname, not enough disk space, read-only file, or depth map resolution does not match color map resolution.</para>
                </item>
              </list>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">a path to the desired file. This path can be absolute (eg: "C:/temp/bump.iff") or relative (eg: "temp/bump.iff").</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.release()">
      <summary>
        <para>Release the current image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no current image, the call is ignored. An image is always released automatically during destruction, so generally there is no need to call this function manually.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> always. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.verticalFlip()">
      <summary>
        <para>Flips the image vertically. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.convertPixelFormat(Autodesk.Maya.OpenMaya.MImage+MPixelType,System.Double,System.Double)">
      <summary>
        <para>Convert the pixel format used by this image using the specified parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the image is empty, or not in the requested format. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image is in the requested format. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">MPixelType</param>
      <param name="scale">if conversion is required, this specifies the scaling applied to every channel of every pixel. A scale of 0 will automatically rescale based on the minimum and maximum values in the image. </param>
      <param name="offset">if conversion is required, this specifies the offset applied to every channel of every pixel.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.convertPixelFormat(Autodesk.Maya.OpenMaya.MImage+MPixelType,System.Double)">
      <summary>
        <para>Convert the pixel format used by this image using the specified parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the image is empty, or not in the requested format. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image is in the requested format. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">MPixelType</param>
      <param name="scale">if conversion is required, this specifies the scaling applied to every channel of every pixel. A scale of 0 will automatically rescale based on the minimum and maximum values in the image. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.convertPixelFormat(Autodesk.Maya.OpenMaya.MImage+MPixelType)">
      <summary>
        <para>Convert the pixel format used by this image using the specified parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the image is empty, or not in the requested format. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image is in the requested format. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">MPixelType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.get_pixelType()">
      <returns>Returns a MPixelType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.get_depth()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.set_isRGBA(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.get_isRGBA()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.get_haveDepth()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImage.pixelType">
      <summary>
        <para>Get the current pixel format of the image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>The current pixel format of the image. </para>
                </item>
                <item>
                  <para>kUnknown if there is no currently opened image. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImage.depth">
      <summary>
        <para>Get the color depth (in bytes) of the currently opened image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>The number of bytes used for each pixel. </para>
                </item>
                <item>
                  <para>0 if there is no currently opened image. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImage.isRGBA">
      <summary>
        <para>Query flag which indicates whether the pixel information is in RGBA sequence or BGRA sequence. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no pixel data exists, then false will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if in RGBA format. </para>
                </item>
                <item>
                  <para>false if in BGRA format. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImage.haveDepth">
      <summary>
        <para>Returns true if this instance of <ref>MImage</ref> contains a depth map. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> - depth map exists for this class instance. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> - depth map does not exist for this class instance. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat">
      <summary>
        <para>Filter formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kNoFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kHeightFieldBumpFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kNormalMapBumpFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kUnknownFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImage.MPixelType">
      <summary>
        <para>Pixel formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kUnknown">
      <summary>
        <para>Format not known or invalid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kByte">
      <summary>
        <para>One byte per channel, ranging from 0 to 255. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kFloat">
      <summary>
        <para>One float per channel, ranging from 0.0 to 1.0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat">
      <summary>
        <para>Filter formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kNoFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kHeightFieldBumpFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kNormalMapBumpFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MImageFilterFormat.kUnknownFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImage.MPixelType">
      <summary>
        <para>Pixel formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kUnknown">
      <summary>
        <para>Format not known or invalid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kByte">
      <summary>
        <para>One byte per channel, ranging from 0 to 255. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImage.MPixelType.kFloat">
      <summary>
        <para>One float per channel, ranging from 0.0 to 1.0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImageFileInfo">
      <summary>
        <para>Image manipulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for reading file images stored on disk.</para>
        <para>
          <ref>MImageFileInfo</ref> is a utility class used to describe the characteristics of an image file, such as dimensions, channel count, and pixel format. This class is used in <ref>MPxImageFile</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image information structure. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image information structure. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.getCPtr(Autodesk.Maya.OpenMaya.MImageFileInfo)">
      <param name="obj">MImageFileInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_width(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_width()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_height(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_height()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_channels(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_channels()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_numberOfImages(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_numberOfImages()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_pixelType(Autodesk.Maya.OpenMaya.MImage+MPixelType)">
      <param name="value">MPixelType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_pixelType()">
      <returns>Returns a MPixelType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_imageType(Autodesk.Maya.OpenMaya.MImageFileInfo+MImageType)">
      <param name="value">MImageType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_imageType()">
      <returns>Returns a MImageType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_hardwareType(Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType)">
      <param name="value">MHwTextureType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_hardwareType()">
      <returns>Returns a MHwTextureType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_hasAlpha(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_hasAlpha()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.set_hasMipMaps(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MImageFileInfo.get_hasMipMaps()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.width">
      <summary>
        <para>Set the width in pixels of this image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.height">
      <summary>
        <para>Set the height in pixels of this image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.channels">
      <summary>
        <para>Set the number of channels per pixels in this image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.numberOfImages">
      <summary>
        <para>Set the total number of images in this image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.pixelType">
      <summary>
        <para>Set the native pixel format of this image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.imageType">
      <summary>
        <para>Set the type of information stored in this image file (e.g. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>the image contains a color map, a bump map, etc). This is an optional call as most image file formats do not describe the semantic use of the pixels they contains. In such cases it is safe to leave this as the default value of kImageTypeUnknown.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.hardwareType">
      <summary>
        <para>Set the hardware texture type of this image file, configuring whether this image contains a 2D texture, a cubemap, etc. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.hasAlpha">
      <summary>
        <para>Set whether or not this image file contains alpha. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MImageFileInfo.hasMipMaps">
      <summary>
        <para>Set whether or not this image file contains or can generate mipmaps. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType">
      <summary>
        <para>Hardware texture types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture1D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureRectangle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureCubeMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType">
      <summary>
        <para>Image types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeBump">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType">
      <summary>
        <para>Hardware texture types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture1D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture2D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTexture3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureRectangle">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MHwTextureType.kHwTextureCubeMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType">
      <summary>
        <para>Image types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MImageFileInfo.MImageType.kImageTypeBump">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIteratorType">
      <summary>
        <para>
          <ref>MIteratorType</ref> class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MIteratorType</ref> class is used on iterators where more than one type of filters can be specified. It also provides functionalities to set and get the filter list or individual types of filter. This class should be used in conjunction with DAG/DG/DependencyNodes iterators for using filter list (list of <ref>MFn::Type</ref> objects) on them, thus enabling faster traversal thro' iterators.</para>
        <para>Also, the class has functionalities for specifying the type of object the iterator will be reset to. This could be an <ref>MObject</ref>, an <ref>MPlug</ref> or an <ref>MDagPath</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the filter type and object type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the filter type and object type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the filter type and object type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIteratorType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.getCPtr(Autodesk.Maya.OpenMaya.MIteratorType)">
      <param name="obj">MIteratorType</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.setFilterType(Autodesk.Maya.OpenMaya.MFn+Type)">
      <summary>
        <para>Sets the filter type to be used in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MFn::Type</ref> for the list of filter types that can be set.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">An object of type MFn::Type. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.setFilterList(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Sets the filter list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The types of filters to be traversed in the iterator is added to an array and then passed in to this function. This also enables filter list usage on iterators, as opposed to single filter.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="listOfFilters">List of MFn::Type filters. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.setObjectType(Autodesk.Maya.OpenMaya.MIteratorType+objFilterType)">
      <summary>
        <para>Sets the object type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function should be used only when we want to reset the iterator root. Iterator root can be reset to either an <ref>MObject</ref>, an <ref>MDagPath</ref> or to an <ref>MPlug</ref>. For each of this, there is a corresponding enum value, which has to be used as an argument to this function.</para>
        <para>During creation of the iterator, this function has no effect.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objType">objFilterType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.getFilterList(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Gets the list of filters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="listOfFilters">Array of filters.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.filterListEnabled()">
      <summary>
        <para>Returns whether the we are using a single filter on the iterator or a filter list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if a filter list is being used, false otherwise </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.get_filterType()">
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIteratorType.get_objectType()">
      <returns>Returns a objFilterType.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIteratorType.filterType">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the filter type to be used in the iterator. </para>
      </summary>
      <remarks>
        <para>See <ref>MFn::Type</ref> for the list of filter types that can be set.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIteratorType.objectType">
      <summary>
        <para>Returns the object type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The object type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the object type. </para>
      </summary>
      <remarks>
        <para>This function should be used only when we want to reset the iterator root. Iterator root can be reset to either an <ref>MObject</ref>, an <ref>MDagPath</ref> or to an <ref>MPlug</ref>. For each of this, there is a corresponding enum value, which has to be used as an argument to this function.</para>
        <para>During creation of the iterator, this function has no effect.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvlaidParameter</b> Invalid parameter passed for mode or type </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure creating iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType">
      <summary>
        <para>Type of object the iterator deals with. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MObject</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMDagPathObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MDagPath</ref> object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMPlugObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MPlug</ref> object. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType">
      <summary>
        <para>Type of object the iterator deals with. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MObject</ref>. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMDagPathObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MDagPath</ref> object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MIteratorType.objFilterType.kMPlugObject">
      <summary>
        <para>This is to indicate that the root of the iterator has to be reset to an <ref>MPlug</ref> object. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MNodeMessage+KeyableChangeMsg,System.Boolean&amp;)">
      <param name="inPlug">MPlug</param>
      <param name="inMsg">KeyableChangeMsg</param>
      <param name="inDecision">Boolean&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MKeyableFunctionArgs)">
      <param name="obj">MKeyableFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.get_msg()">
      <returns>Returns a KeyableChangeMsg.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.set_decision(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.get_decision()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.plug" />
    <member name="P:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.msg" />
    <member name="P:Autodesk.Maya.OpenMaya.MKeyableFunctionArgs.decision" />
    <member name="T:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MLockMessage+LockDAGEvent,System.Boolean)">
      <param name="inDagPath">MDagPath</param>
      <param name="inOtherPath">MDagPath</param>
      <param name="inEventType">LockDAGEvent</param>
      <param name="inOutDecision">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs)">
      <param name="obj">MLockDagEventFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.get_dagPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.get_otherPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.set_eventType(Autodesk.Maya.OpenMaya.MLockMessage+LockDAGEvent)">
      <param name="value">LockDAGEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.get_eventType()">
      <returns>Returns a LockDAGEvent.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.set_bDecision(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.get_bDecision()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.dagPath" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.otherPath" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.eventType" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockDagEventFunctionArgs.bDecision" />
    <member name="T:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MLockMessage+LockEvent,System.Boolean)">
      <param name="inNode">MObject</param>
      <param name="inAux">MObject</param>
      <param name="inEventType">LockEvent</param>
      <param name="inOutDecision">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MLockEventFunctionArgs)">
      <param name="obj">MLockEventFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.get_aux()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.set_eventType(Autodesk.Maya.OpenMaya.MLockMessage+LockEvent)">
      <param name="value">LockEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.get_eventType()">
      <returns>Returns a LockEvent.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.set_bDecision(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.get_bDecision()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.aux" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.eventType" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockEventFunctionArgs.bDecision" />
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage">
      <summary>
        <para>Node and plug locking messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Plug locking was implemented with Maya 1.0. Individual plugs can be locked so that their values cannot be changed. The locking state is held within the plug. The plug's locked state can be changed via the API with the method <ref>MPlug::setLocked(bool)</ref>, or, in MEL, using the command "setAttr -l {on,off}".</para>
        <para>The ability to lock nodes was added with Maya 4.5. Node locking prevents renaming, reparenting, deletion, and other node-related changes. It also restricts the ability to change the state of any plug locks. The intent is that the user relies upon plug locking first, to lock the desired plugs they don't want to change, and then uses node locking to lock the node itself. Node locking can be set via MEL command, "lockNode", or via <ref>MFnDependencyNode::setLocked(bool)</ref></para>
        <para>
          <ref>MLockMessage</ref> class allows the API user to register callbacks that control how Maya handles locks. The registered callbacks are invoked whenever a query to the lock state is involved. Therefore, the callback would be called even if the node was not locked.</para>
        <para>When a callback is invoked, the API user will be given a decision variable where they can place their decision. This decision variable is a boolean, and the boolean can take on the following values:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>true</b> - accept the default behavior. When the node/plug is locked the default behavior is to obey the lock. When the node/plug is unlocked the default behavior is to do the action/edit. </para>
            </item>
            <item>
              <para>
                <b>false</b> - deny the default behavior. When the node/plug is locked the default behavior is to deny/override the lock; thus allowing the edit/action to occur. When the node/plug is unlocked the default behavior is make the node/plug locked - without physically setting the lock bit.</para>
            </item>
          </list>
          <b>Caveats</b>
        </para>
        <para>You must use caution when using these routines. The flow of execution is interrupted when these callbacks are invoked. Therefore, you should make your decision in a timely maanner or a serious performance penalty will result. Also, you should NEVER try to alter the DG state while executing within callback. This includes quering/assigning a plug's value. You may, however, examine state information like the lock state of the plug/node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockMessage.getCPtr(Autodesk.Maya.OpenMaya.MLockMessage)">
      <param name="obj">MLockMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MLockMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent">
      <summary>
        <para>Plug related locking events. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kInvalidPlug">
      <summary>
        <para>An invalid plug event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugLockAttr">
      <summary>
        <para>User is trying to lock the plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugUnlockAttr">
      <summary>
        <para>User is trying to unlock the plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugAttrValChange">
      <summary>
        <para>Plug lock query on plug value change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugRemoveAttr">
      <summary>
        <para>Plug lock query on a remove attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugRenameAttr">
      <summary>
        <para>Plug lock query on a rename attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugConnect">
      <summary>
        <para>Plug lock query on a connect to a locked attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugDisconnect">
      <summary>
        <para>Plug lock query on a disconnect from a locked source attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kLastPlug">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent">
      <summary>
        <para>DAG related locking events. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kInvalidDAG">
      <summary>
        <para>Invalid DAG event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kGroup">
      <summary>
        <para>Lock query on group action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kUnGroup">
      <summary>
        <para>Lock query on ungroup action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kReparent">
      <summary>
        <para>Lock query on reparent action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kChildReorder">
      <summary>
        <para>Lock query on a child add action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateNodeInstance">
      <summary>
        <para>Lock query on an instance event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateChildInstance">
      <summary>
        <para>Lock query on node whose children will be instanced. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateParentInstance">
      <summary>
        <para>Lock query on node whose parent will be instanced. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kLastDAG">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent">
      <summary>
        <para>Miscellaneous lock event types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kInvalid">
      <summary>
        <para>Invalid node lock event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRename">
      <summary>
        <para>Lock query on a rename event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kDelete">
      <summary>
        <para>Lock query on a delete event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLockNode">
      <summary>
        <para>Lock query on a lock event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kUnlockNode">
      <summary>
        <para>Lock query on an unlock event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kAddAttr">
      <summary>
        <para>Lock query on an add attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRemoveAttr">
      <summary>
        <para>Lock query on an remove attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRenameAttr">
      <summary>
        <para>Lock query on an rename attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kUnlockAttr">
      <summary>
        <para>Lock query on an unlock attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLockAttr">
      <summary>
        <para>Lock query on a lock attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLast">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent">
      <summary>
        <para>Plug related locking events. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kInvalidPlug">
      <summary>
        <para>An invalid plug event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugLockAttr">
      <summary>
        <para>User is trying to lock the plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugUnlockAttr">
      <summary>
        <para>User is trying to unlock the plug. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugAttrValChange">
      <summary>
        <para>Plug lock query on plug value change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugRemoveAttr">
      <summary>
        <para>Plug lock query on a remove attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugRenameAttr">
      <summary>
        <para>Plug lock query on a rename attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugConnect">
      <summary>
        <para>Plug lock query on a connect to a locked attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kPlugDisconnect">
      <summary>
        <para>Plug lock query on a disconnect from a locked source attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockPlugEvent.kLastPlug">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent">
      <summary>
        <para>DAG related locking events. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kInvalidDAG">
      <summary>
        <para>Invalid DAG event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kGroup">
      <summary>
        <para>Lock query on group action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kUnGroup">
      <summary>
        <para>Lock query on ungroup action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kReparent">
      <summary>
        <para>Lock query on reparent action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kChildReorder">
      <summary>
        <para>Lock query on a child add action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateNodeInstance">
      <summary>
        <para>Lock query on an instance event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateChildInstance">
      <summary>
        <para>Lock query on node whose children will be instanced. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kCreateParentInstance">
      <summary>
        <para>Lock query on node whose parent will be instanced. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockDAGEvent.kLastDAG">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent">
      <summary>
        <para>Miscellaneous lock event types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kInvalid">
      <summary>
        <para>Invalid node lock event received. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRename">
      <summary>
        <para>Lock query on a rename event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kDelete">
      <summary>
        <para>Lock query on a delete event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLockNode">
      <summary>
        <para>Lock query on a lock event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kUnlockNode">
      <summary>
        <para>Lock query on an unlock event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kAddAttr">
      <summary>
        <para>Lock query on an add attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRemoveAttr">
      <summary>
        <para>Lock query on an remove attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kRenameAttr">
      <summary>
        <para>Lock query on an rename attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kUnlockAttr">
      <summary>
        <para>Lock query on an unlock attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLockAttr">
      <summary>
        <para>Lock query on a lock attribute event. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MLockMessage.LockEvent.kLast">
      <summary>
        <para>Used for internal bounds checking. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MLockMessage+LockPlugEvent,System.Boolean)">
      <param name="inPlug">MPlug</param>
      <param name="inOtherPlug">MPlug</param>
      <param name="inEventType">LockPlugEvent</param>
      <param name="inOutDecision">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs)">
      <param name="obj">MLockPlugEventFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.get_otherPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.set_eventType(Autodesk.Maya.OpenMaya.MLockMessage+LockPlugEvent)">
      <param name="value">LockPlugEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.get_eventType()">
      <returns>Returns a LockPlugEvent.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.set_bDecision(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.get_bDecision()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.plug" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.otherPlug" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.eventType" />
    <member name="P:Autodesk.Maya.OpenMaya.MLockPlugEventFunctionArgs.bDecision" />
    <member name="T:Autodesk.Maya.OpenMaya.MMeshIntersector">
      <summary>
        <para>Mesh intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MMeshIntersector</ref> class contains methods for efficiently finding the closest point on a mesh. An octree algorithm is used to find the closest point.</para>
        <para>The <ref>create()</ref> method builds the internal data required for the algorithm. As a result, calls to it should be minimized as it is a heavy operation.</para>
        <para>This class allows multiple threads to evaluate closest points simultaneously as the method getClosestPoint is threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.getCPtr(Autodesk.Maya.OpenMaya.MMeshIntersector)">
      <param name="obj">MMeshIntersector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method creates the data required by the intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is a heavy operation that should be called only when necessary.</para>
      </remarks>
      <param name="meshObject">a kMesh or kMeshData object </param>
      <param name="matrix">specify the mapping to apply for transforming points that are specified in the getClosestPoint method into the object space of the mesh.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates the data required by the intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is a heavy operation that should be called only when necessary.</para>
      </remarks>
      <param name="meshObject">a kMesh or kMeshData object </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPointOnMesh,System.Double)">
      <summary>
        <para>This method finds the closest point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Information is returned in the meshPoint object.</para>
        <para>This method is threadsafe.</para>
      </remarks>
      <param name="point">Specifies the location for which to evaluate the closest point on the mesh. `point' is transformed using the matrix parameter passed to the create() method, so for example if your matrix maps world to object space, then `point' should be specified in world space. </param>
      <param name="meshPoint">Resulting closest point in object space. </param>
      <param name="maxDistance">Maximum distance to consider in object space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPointOnMesh)">
      <summary>
        <para>This method finds the closest point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Information is returned in the meshPoint object.</para>
        <para>This method is threadsafe.</para>
      </remarks>
      <param name="point">Specifies the location for which to evaluate the closest point on the mesh. `point' is transformed using the matrix parameter passed to the create() method, so for example if your matrix maps world to object space, then `point' should be specified in world space. </param>
      <param name="meshPoint">Resulting closest point in object space. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.get_isCreated()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIntersector.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshIntersector.isCreated">
      <summary>
        <para>This method returns true if the intersector is created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>False is return otherwise. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshIntersector.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMeshIsectAccelParams">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIsectAccelParams.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIsectAccelParams.#ctor()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIsectAccelParams.getCPtr(Autodesk.Maya.OpenMaya.MMeshIsectAccelParams)">
      <param name="obj">MMeshIsectAccelParams</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshIsectAccelParams.Dispose()" />
    <member name="T:Autodesk.Maya.OpenMaya.MMeshSmoothOptions">
      <summary>
        <para>Options for control of smooth mesh generation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MMeshSmoothOptions</ref> class encapsulates settings that control the generation of smoothed version of a mesh. Meant for use with <ref>MFnMesh::generateSmoothMesh()</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.getCPtr(Autodesk.Maya.OpenMaya.MMeshSmoothOptions)">
      <param name="obj">MMeshSmoothOptions</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setDivisions(System.Int32)">
      <summary>
        <para>Sets the number of divisions stored in this options object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> numDivisions was out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="numDivisions">Number of divisions. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setSmoothness(System.Single)">
      <summary>
        <para>Sets the the smoothness parameter for this set of smooth options which has range [0,1] where 1 smooths the faces as much as possible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> smoothness was out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="smoothness">The smoothness </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setSmoothUVs(System.Boolean)">
      <summary>
        <para>Sets whether or not these options specify to smooth UVs as well as geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="smoothUVs">True if UVs should be smoothed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setPropEdgeHardness(System.Boolean)">
      <summary>
        <para>Sets whether or not these options specify that smooth mesh edges which are a result of edges from the base cage will share the hardness value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="propEdgeHardness">True if smooth edges should share hardness with the base cage </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setKeepBorderEdge(System.Boolean)">
      <summary>
        <para>Sets whether or not these options specify that border edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="keepBorderEdge">True if border edges should not be smoothed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setKeepHardEdge(System.Boolean)">
      <summary>
        <para>Sets whether or not these options specify that hard edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="keepHardEdge">True if hard edges should not be smoothed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.setBoundaryRule(Autodesk.Maya.OpenMaya.MMeshSmoothOptions+BoundaryRule)">
      <summary>
        <para>Set the rule used to determine how boundary edges and vertices are creased. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, creases are automatically applied to all boundary edges and all vertices that have only 2 incident edges prior to being converted to a smooth mesh.</para>
        <para>The possible rules are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kLegacy</ref>
                </b> - Use the original legacy algorithm, which did not automatically perform creasing. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kCreaseAll</ref>
                </b> - The default setting. Apply creasing per the description above. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kCreaseEdge</ref>
                </b> - Apply creasing to boundary edges only.</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> The base stucture was not initialized properly </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rule">to apply </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_divisions()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_smoothness()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_smoothUVs()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_propEdgeHardness()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_keepBorderEdge()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_keepHardEdge()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_boundaryRule()">
      <returns>Returns a BoundaryRule.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.divisions">
      <summary>
        <para>Retrieves the level of smoothing these options specify to perform on the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The smoothing level</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the number of divisions stored in this options object. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> numDivisions was out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.smoothness">
      <summary>
        <para>Retrieves the smoothness parameter for this set of smooth options which has range [0,1] where 1 smooths the faces as much as possible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The smoothness parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the the smoothness parameter for this set of smooth options which has range [0,1] where 1 smooths the faces as much as possible. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> smoothness was out of range. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.smoothUVs">
      <summary>
        <para>Retrieves whether or not these options specify to smooth UVs as well as geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if UVs are set to be smoothed</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not these options specify to smooth UVs as well as geometry. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.propEdgeHardness">
      <summary>
        <para>Retrieves whether or not these options specify that the smooth mesh edges which are a result of edges from the base cage will share the same hardness value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if smooth edges share hardness with the base cage</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not these options specify that smooth mesh edges which are a result of edges from the base cage will share the hardness value. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.keepBorderEdge">
      <summary>
        <para>Retrieves whether or not these options specify that border edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if border edges will not be smoothed</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not these options specify that border edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.keepHardEdge">
      <summary>
        <para>Retrieves whether or not these options specify that hard edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if hard edges will not be smoothed</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets whether or not these options specify that hard edges will not be smoothed. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.boundaryRule">
      <summary>
        <para>Returns the current value for the boundary rule. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>setBoundaryRule()</ref> for more details.</para>
        <para>
          <section>
            <para>Boundary rule.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> The base stucture was not initialized properly </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the rule used to determine how boundary edges and vertices are creased. </para>
      </summary>
      <remarks>
        <para>By default, creases are automatically applied to all boundary edges and all vertices that have only 2 incident edges prior to being converted to a smooth mesh.</para>
        <para>The possible rules are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kLegacy</ref>
                </b> - Use the original legacy algorithm, which did not automatically perform creasing. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kCreaseAll</ref>
                </b> - The default setting. Apply creasing per the description above. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MMeshSmoothOptions::kCreaseEdge</ref>
                </b> - Apply creasing to boundary edges only.</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>MS::kObjectDoesNotExist</b> The base stucture was not initialized properly </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule">
      <summary>
        <para>Specifies how to apply boundary creasing to subd poly object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kLegacy">
      <summary>
        <para>Uses the legacy algorithm, which performed no creasing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kCreaseAll">
      <summary>
        <para>Crease boundary edges &amp; vertices with valence of exactly 2. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kCreaseEdge">
      <summary>
        <para>Crease boundary edges only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule">
      <summary>
        <para>Specifies how to apply boundary creasing to subd poly object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kLegacy">
      <summary>
        <para>Uses the legacy algorithm, which performed no creasing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kCreaseAll">
      <summary>
        <para>Crease boundary edges &amp; vertices with valence of exactly 2. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kCreaseEdge">
      <summary>
        <para>Crease boundary edges only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kLast">
      <summary>
        <para>Last enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MMeshSmoothOptions.BoundaryRule.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.#ctor(System.String,Autodesk.Maya.OpenMaya.MCommandMessage+MessageType,System.Boolean)">
      <param name="inMessage">String</param>
      <param name="inMessageType">MessageType</param>
      <param name="inFilterOutput">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs)">
      <param name="obj">MMessageFilterFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.get_message()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.set_messageType(Autodesk.Maya.OpenMaya.MCommandMessage+MessageType)">
      <param name="value">MessageType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.get_messageType()">
      <returns>Returns a MessageType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.set_filterOutput(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.get_filterOutput()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.message" />
    <member name="P:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.messageType" />
    <member name="P:Autodesk.Maya.OpenMaya.MMessageFilterFunctionArgs.filterOutput" />
    <member name="T:Autodesk.Maya.OpenMaya.MMessageFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.#ctor(System.String,Autodesk.Maya.OpenMaya.MCommandMessage+MessageType)">
      <param name="inMessage">String</param>
      <param name="inMessageType">MessageType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MMessageFunctionArgs)">
      <param name="obj">MMessageFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.get_message()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.set_messageType(Autodesk.Maya.OpenMaya.MCommandMessage+MessageType)">
      <param name="value">MessageType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.get_messageType()">
      <returns>Returns a MessageType.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.message" />
    <member name="P:Autodesk.Maya.OpenMaya.MMessageFunctionArgs.messageType" />
    <member name="T:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MDagMessage+DagMessage,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="inMsgType">DagMessage</param>
      <param name="inoutChild">MDagPath</param>
      <param name="inoutParent">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs)">
      <param name="obj">MMessageParentChildFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.set_msgType(Autodesk.Maya.OpenMaya.MDagMessage+DagMessage)">
      <param name="value">DagMessage</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.get_msgType()">
      <returns>Returns a DagMessage.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.set_child(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.get_child()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.set_parent(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.get_parent()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.msgType" />
    <member name="P:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.child" />
    <member name="P:Autodesk.Maya.OpenMaya.MMessageParentChildFunctionArgs.parent" />
    <member name="T:Autodesk.Maya.OpenMaya.MModelMessage">
      <summary>
        <para>Scene messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for model related messages.</para>
        <para>The addCallback method registers a function that will be executed whenever the specified message occurs. An id is returned and is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.getCPtr(Autodesk.Maya.OpenMaya.MModelMessage)">
      <param name="obj">MModelMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.add_BeforeDuplicate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.remove_BeforeDuplicate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.add_AfterDuplicate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.remove_AfterDuplicate(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.add_ActiveListModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.remove_ActiveListModified(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MBasicFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MModelMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MModelMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MModelMessage.Message">
      <summary>
        <para>Message types supported by the addCallback method. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MModelMessage.Message.kActiveListModified">
      <summary>
        <para>active selection changes </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MModelMessage.Message">
      <summary>
        <para>Message types supported by the addCallback method. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MModelMessage.Message.kActiveListModified">
      <summary>
        <para>active selection changes </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNamespace">
      <summary>
        <para>Namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>Overview</b>
        </para>
        <para>The <ref>MNamespace</ref> class contains methods for efficiently accessing Maya's namespace functionality. In Maya, namespaces form a packaging scheme for defining collections of objects. You can also have a namespace contain other namespaces and thus define a hierarchy. In Maya, namespaces are used by default with file referencing to collect all the objects from the given referenced file. Namespaces are also used for naming UI elements, and of course the user can create namespaces on their own to collect objects together in a logical fashion.</para>
        <para>Here are some important definitions: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>About naming rules</b>
        </para>
        <para>When specifying the name of an object in a namespace, the namespace name should prefix the name, separated by a colon character (":"). There is a special namespace, the root namespace, which lives at the root of the namespace tree. In effect, the name of the root namespace is the empty string. For example, if we have the object "sphere" and it exists in the root namespace, we could use ":sphere" to identify it.</para>
        <para>Since namespaces can be hierarchical, when completely specifying a name one could have several colons and namespaces names in the pathname. If we have the namespace ":a:b:c" that contains the object "sphere", the full namepath for the object would be thus: <example>
** code example not available in .NET **
</example></para>
        <para>The leading colon specifies that the namespace lookup occur from the root-level downwards. In effect, the namespace "a" is a child of the root namespace, and "b" is a child of "a", and "c" a child of "b".</para>
        <para>
          <b>The current namespace</b>
        </para>
        <para>Maya has the concept of a "current" namespace. On startup, this defaults to the root namespace. Some operations within Maya are based off the current namespace. For example, if the 'parent' parameter is not specified to <ref>MNamespace::addNamespace()</ref> then the newly created namespace will be a child of the current namespace.</para>
        <para>
          <b>Relative name lookup</b>
        </para>
        <para>Maya actually has the concept of name lookup based off the current namespace as opposed to lookup based off the root-level namespace which is the default behaviour. In relative mode, if we had the object ":a:b:c:sphere" and the current namespace were ":a:b", we would refer to the sphere as "c:sphere". Similarly, by setting the current namespace to be ":a:b:c" we could then refer directly to sphere in an operation such as a "setAttr", e.g. <example>
** code example not available in .NET **
</example></para>
        <para>If relative mode is off, names are root-relative, thus we would need to refer to the sphere as follows. Note that when relative mode is off, Maya assumes the root namespace to base name lookups on: <example>
** code example not available in .NET **
</example></para>
        <para>Also, we can always specify an absolute namepath (one that starts with a leading colon). An absolute namepath will work with relative name lookup enabled or disabled and is thus an easy way of referring to objects in a way that is name lookup-independent.</para>
        <para>The relative mode feature is designed to allow users to write namespace-independent code which is intended to operate upon whatever namespace is current. The method <ref>MNamespace::currentNamespace()</ref> allows you to query the name of the current namespace.</para>
        <para>Relative mode can ge toggled using either <ref>MNamespace::setRelativeNames()</ref> or the "namespace" command. Turning relative mode "off" causes name lookup to be based off the root namespace. Continuing our example where the current namespace is ":a:b" to refer to the sphere we would now need to use: <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Using namespaces with the <ref>MNamespace</ref> class</b>
        </para>
        <para>Maya provides the "namespace" and "namespaceInfo" commands for dealing with namespaces from the command level, and there are also UI features which control and edit namespaces. All of these work harmoniously with the <ref>MNamespace</ref> class.</para>
        <para>It is important that any user code which exercises <ref>MNamespace</ref> methods that modify (rather than query) handle undo. For example, if writing a plug-in command that creates a new namespace, the plug-in needs to handle removal of the namespace on undo.</para>
        <para>The <ref>MNamespace</ref> class contains methods to create and remove namespaces, set and query the current namespace, and edit and query the contents of namespaces.</para>
        <para>To add individual objects to a namespace, use <ref>MSelectionList::add()</ref> which is well suited for handling multiple objects having the same name as well as hierarchical namespaces. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getCPtr(Autodesk.Maya.OpenMaya.MNamespace)">
      <param name="obj">MNamespace</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.addNamespace(System.String,System.String)">
      <summary>
        <para>Create the namespace `name'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the `parent' namespace is given the new namespace will be a child of `parent', otherwise the new namespace will be a child of the current namespace. The new namespace is added, but not made current. To make the new namespace be current use <ref>MNamespace::setCurrentNamespace()</ref>. Note that adding a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the given namespace already exists, the namespace name was invalid, or a non-existent parent namespace was specified. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">The new namespace to create. A qualified or unqualified name may be used. If a qualified name is used and one or more of the higher level namespaces do not already exist, they will be created automatically. For example, if the new name is "a:b:c" and "a" does not yet exist, then it will be created automatically and "b" automatically created beneath it and finally "c" will be created beneath "b". </param>
      <param name="parent">The fully qualified name of the namespace under which the new one is to be created. If not provided then the current namespace will be used. If the name of the new namespace is absolute (i.e. begins with a colon, ":a:b:c") then the 'parent' parameter will be ignored and the new namespace will be created under the root namespace.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.addNamespace(System.String)">
      <summary>
        <para>Create the namespace `name'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the `parent' namespace is given the new namespace will be a child of `parent', otherwise the new namespace will be a child of the current namespace. The new namespace is added, but not made current. To make the new namespace be current use <ref>MNamespace::setCurrentNamespace()</ref>. Note that adding a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the given namespace already exists, the namespace name was invalid, or a non-existent parent namespace was specified. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">The new namespace to create. A qualified or unqualified name may be used. If a qualified name is used and one or more of the higher level namespaces do not already exist, they will be created automatically. For example, if the new name is "a:b:c" and "a" does not yet exist, then it will be created automatically and "b" automatically created beneath it and finally "c" will be created beneath "b". </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaces(System.Boolean)">
      <summary>
        <para>Return a list of all namespaces in the current namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Notes: 1) Names returned are always absolute (e.g. :a:b:sphere). 2) The list returned is just the child namespaces (and descendents if `recurse' is true). It thus never contains the root namespace in the list returned.</para>
        <para>
          <section>
            <para>The list of namespaces in the current namespace.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="recurse">optional parameter to control whether all namespaces or just top-level namespaces are returned. A value of false (the default if unspecified) causes only the top-level namespaces to be returned. If true, all namespaces will be listed. </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaces()">
      <summary>
        <para>Return a list of all namespaces in the current namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Notes: 1) Names returned are always absolute (e.g. :a:b:sphere). 2) The list returned is just the child namespaces (and descendents if `recurse' is true). It thus never contains the root namespace in the list returned.</para>
        <para>
          <section>
            <para>The list of namespaces in the current namespace.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaces(System.String,System.Boolean)">
      <summary>
        <para>Return a list of all namespaces in the current namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Notes: 1) Names returned are always absolute (e.g. :a:b:sphere). 2) The list returned is just the child namespaces (and descendents if `recurse' is true). It thus never contains the root namespace in the list returned.</para>
        <para>
          <section>
            <para>The list of namespaces in the current namespace.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentNamespace">String</param>
      <param name="recurse">optional parameter to control whether all namespaces or just top-level namespaces are returned. A value of false (the default if unspecified) causes only the top-level namespaces to be returned. If true, all namespaces will be listed. </param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaces(System.String)">
      <summary>
        <para>Return a list of all namespaces in the current namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Notes: 1) Names returned are always absolute (e.g. :a:b:sphere). 2) The list returned is just the child namespaces (and descendents if `recurse' is true). It thus never contains the root namespace in the list returned.</para>
        <para>
          <section>
            <para>The list of namespaces in the current namespace.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentNamespace">String</param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.namespaceExists(System.String)">
      <summary>
        <para>Check if a given namespace exists. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the namespace with the given name exists. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the namespace with the given name does not exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the namespace to search for. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.removeNamespace(System.String,System.Boolean)">
      <summary>
        <para>Remove the specified namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that removing a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the namespace was not found. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> attempting to remove a system namespace, such as the root namespace, or if the namespace is non-empty. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">specifies the namespace to remove. </param>
      <param name="removeContents">detemine if remove contents of namespace</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.removeNamespace(System.String)">
      <summary>
        <para>Remove the specified namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that removing a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the namespace was not found. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> attempting to remove a system namespace, such as the root namespace, or if the namespace is non-empty. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">specifies the namespace to remove. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.renameNamespace(System.String,System.String,System.String)">
      <summary>
        <para>Rename the specified namespace to a new name with optional parent name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that removing a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the given namespace already exists, the namespace name was invalid, e.g. "a:b" or it was not found or attempting to rename the root namespace. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="oldName">the name of the namespace to rename. </param>
      <param name="newName">the new name for the namespace. </param>
      <param name="parent">optionally provides the name of the new parent.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.renameNamespace(System.String,System.String)">
      <summary>
        <para>Rename the specified namespace to a new name with optional parent name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that removing a namespace changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the given namespace already exists, the namespace name was invalid, e.g. "a:b" or it was not found or attempting to rename the root namespace. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="oldName">the name of the namespace to rename. </param>
      <param name="newName">the new name for the namespace. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaceObjects(System.String,System.Boolean)">
      <summary>
        <para>Return an array of MObjects representing the object contained within the specified namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To query the current namespace, call this method thusly:</para>
        <para>
          <ref>MObjectArray</ref> objs; objs = <ref>MNamespace::getNamespaceObjects</ref>( <ref>MNamespace::currentNamespace()</ref> )</para>
        <para>
          <section>
            <para>The list of objects that belong to the namespace specified by the 'parentNamespace' parameter. If the 'recurse' parameter was also specified as true, the list will contain the objects belonging to any child namespaces.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> `name' was not found. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentNamespace">namepath of namespace to query. </param>
      <param name="recurse">optional parameter: false (the default if unspecified) causes only the direct children of `parentNamespace' to be listed. true causes all descendents to be listed as well. </param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaceObjects(System.String)">
      <summary>
        <para>Return an array of MObjects representing the object contained within the specified namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To query the current namespace, call this method thusly:</para>
        <para>
          <ref>MObjectArray</ref> objs; objs = <ref>MNamespace::getNamespaceObjects</ref>( <ref>MNamespace::currentNamespace()</ref> )</para>
        <para>
          <section>
            <para>The list of objects that belong to the namespace specified by the 'parentNamespace' parameter. If the 'recurse' parameter was also specified as true, the list will contain the objects belonging to any child namespaces.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> `name' was not found. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="parentNamespace">namepath of namespace to query. </param>
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.moveNamespace(System.String,System.String,System.Boolean)">
      <summary>
        <para>Move the contents of the namespace `src' into the namespace `dst'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that moving namespace contents changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the namespace `src' and/or `dst' does not exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="src">source namespace from which objects will be moved. </param>
      <param name="dst">destination namespace to which objects will be moved. </param>
      <param name="force">optional parameter which if true forces the move even if name clashes occur, in which case nodes are renamed to ensure uniqueness. If false, the move will not happen if there are clashes. The default value is false.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.moveNamespace(System.String,System.String)">
      <summary>
        <para>Move the contents of the namespace `src' into the namespace `dst'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that moving namespace contents changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the namespace `src' and/or `dst' does not exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="src">source namespace from which objects will be moved. </param>
      <param name="dst">destination namespace to which objects will be moved. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.getNamespaceFromName(System.String)">
      <summary>
        <para>Get namespace from a full name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, given a full name: "a:b:c:d:ball" this method would return: "a:b:c:d".</para>
        <para>NOTE: there is no testing to ensure that the name actually refers to an object that exists.</para>
        <para>
          <section>
            <para>Returns the namespace from the full name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> found the namespace. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> fullName parameter had length of zero. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">the full name. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.stripNamespaceFromName(System.String)">
      <summary>
        <para>Strips the namespace from a full name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, given a full name: "a:b:c:d:ball" this method would return: "ball".</para>
        <para>NOTE: there is no testing to ensure that the name actually refers to an object that exists.</para>
        <para>
          <section>
            <para>Returns the name part of a full name.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> found the namespace. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> fullName parameter had length of zero. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fullName">the full name. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.makeNamepathAbsolute(System.String)">
      <summary>
        <para>Make a namepath which is relative to the root into an absolute namepath. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, given the namepath "a:sphere" this method returns ":a:sphere". It also culls out duplicate and trailing separators, e.g. "a:b::c:" will return ":a:b:c".</para>
        <para>NOTE: there is no testing to ensure that the name actually refers to an object that exists.</para>
        <para>
          <section>
            <para>The absolute namepath.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.set_currentNamespace(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.get_currentNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.get_parentNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.get_rootNamespace()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.set_relativeNames(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.get_relativeNames()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNamespace.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNamespace.currentNamespace">
      <summary>
        <para>Get the name of the current namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name is returned as an absolute namepath (i.e. fully qualfied from the root namespace downwards, ":a:b:c").</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully returned the name of the current namespace. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> internal error.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>The name of the current namespace as an absolute namepath. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the specified namespace to be the current namespace. </para>
      </summary>
      <remarks>
        <para>The `name' parameter you specify is relative to whatever namespace is current, but any namespace can be specified by passing an absolute name (e.g. :a:b:c). Note that making a namespace current changes the scene, so any code that calls this method needs to handle undo.</para>
        <para>To make the root namespace become current, use:</para>
        <para>status=<ref>MNamespace::setCurrentNamespace</ref>(<ref>MNamespace::rootNamespace()</ref>);</para>
        <para>
          <section>
            <para>The return status code.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> `name' does not exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNamespace.parentNamespace">
      <summary>
        <para>Get the name of the current namespace's parent. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name is returned as an absolute namepath (i.e. fully qualfied from the root namespace downwards, ":a:b"). If the root namespace is current, this method returns an error.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully returned the name of the current namespace's parent. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the current namespace is the root namespace which has no parent.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>The name of the current namespace's parent as an absolute namepath. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNamespace.rootNamespace">
      <summary>
        <para>Get the name of the root namespace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name is an absolute namepath (i.e. prefixed by a ":"). An example use of this method would be to set the current namespace to the root namespace, and this could be done as follows:</para>
        <para>status=<ref>MNamespace::setCurrentNamespace</ref>(<ref>MNamespace::rootNamespace()</ref>);</para>
        <para>Another example would be to test if the current namespace is the root, e.g.</para>
        <para>if ( <ref>MNamespace::currentNamespace()</ref> == <ref>MNamespace::rootNamespace()</ref> ) {</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully returned the name of the root namespace.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>The name of the root namespace as an absolute namepath. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNamespace.relativeNames">
      <summary>
        <para>Query Maya's current "relative name lookup" state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Relative name lookup causes lookups to be relative to the current namespace. By default, relative name lookup in Maya is off, which causes name lookups to be relative to the root namespace. For example, if you have the object :a:b:sphere, and the current namespace is ":a:b", in relative name lookup mode you can issue a command like <example>
** code example not available in .NET **
</example></para>
        <para>If relative name lookup is off, you need to specify the full namepath, e.g. <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>true if relatve name lookup is on, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successful execution. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set relative name lookup mode. </para>
      </summary>
      <remarks>
        <para>Note that turning on or off relativeNames mode can change the scene, so any code that calls this method needs to handle undo. See <ref>MNamespace::relativeNames()</ref> for details on relative name lookup.</para>
        <para>Note: relative name lookup mode is intended for bracketing user code which needs to be namespace-independent. Leaving relative name lookup enabled outside of your specific code could cause functionality such as 3rd-party plugins that assume absolute name lookup to fail.</para>
        <para>
          <section>
            <para>Returns the status code from the operation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully set the relativeNames value. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNamespace.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeClass">
      <summary>
        <para>A class for performing node class-level operations in the dependency graph. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MNodeClass</ref> allows the manipulation of dependency graph node classes. Operations specific to a particular node should instead use <ref>MFnDependencyNode</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Construct an <ref>MNodeClass</ref> object based on the given class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name cannot be resolved as a known class, the <ref>MNodeClass</ref> will refer to an <ref>MFn::kInvalid</ref> api type.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.#ctor(System.String)">
      <summary>
        <para>Construct an <ref>MNodeClass</ref> object based on the given class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name cannot be resolved as a known class, the <ref>MNodeClass</ref> will refer to an <ref>MFn::kInvalid</ref> api type.</para>
        <para />
      </remarks>
      <param name="nodeClassName">class name of the node type to wrap </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.#ctor(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Construct an <ref>MNodeClass</ref> object based on the given class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the name cannot be resolved as a known class, the <ref>MNodeClass</ref> will refer to an <ref>MFn::kInvalid</ref> api type.</para>
        <para />
      </remarks>
      <param name="nodeTypeId">MTypeId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.getCPtr(Autodesk.Maya.OpenMaya.MNodeClass)">
      <param name="obj">MNodeClass</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.addToClassification(System.String)">
      <param name="str">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.removeFromClassification(System.String)">
      <param name="str">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.addExtensionAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Adds an extension attribute to the node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An extension attribute is a class-level attribute which has been added dynamically to a node class. Because it is added at the class level, all nodes of that class will have the given attribute, and will only store the attribute's value if it differs from the default.</para>
        <para>
          <section>
            <para>Status of operation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> extension attribute was not added </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> this node class was not a valid one for adding extensions </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">The attribute to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.removeExtensionAttribute(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes an extension attribute from the node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An extension attribute is a class-level attribute which has been added dynamically to a node class. Because it is added at the class level, all nodes of that class will have the given attribute, and will only store the attribute's value if it differs from the default.</para>
        <para>
          <section>
            <para>Status of operation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> extension attribute was not removed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> attribute was not an extension on this class </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">The attribute to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.removeExtensionAttributeIfUnset(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Removes an extension attribute from the given dependency node type but only if there are no nodes in the graph with non-default values for this attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An extension attribute is a class-level attribute which has been added dynamically to a node class. Because it is added at the class level, all nodes of that class will have the given attribute. This method will only remove the attribute if any of its node values differs from the default.</para>
        <para>
          <section>
            <para>Status of operation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> extension attribute was removed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> extension attribute was not removed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> attribute was not an extension on this class </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">The attribute to remove</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.getAttributes(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Get the list of attributes for the node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status of operatation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to complete operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attr">The list of attributes</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.attribute(System.UInt32)">
      <summary>
        <para>Finds the attribute of this node class at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Index order is based on the order in which the attributes were added to the class.</para>
        <para>
          <section>
            <para>The attribute, or kNullObj if no attribute existed at the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> not a valid node class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.attribute(System.String)">
      <summary>
        <para>Finds the attribute of this node class at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Index order is based on the order in which the attributes were added to the class.</para>
        <para>
          <section>
            <para>The attribute, or kNullObj if no attribute existed at the given index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> not a valid node class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.hasAttribute(System.String)">
      <summary>
        <para>Returns true if the node class already has an attribute with the given name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the node class has attribute, <b>false</b> otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation is successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to complete operation </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrName">Name of attribute to be checked. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_typeId()">
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_typeName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_classification()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_pluginName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_attributeCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeClass.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.typeId">
      <summary>
        <para>Returns the type id of this node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The type is is the 4 byte code that is used in the binary file format to identify the type of this node.</para>
        <para>
          <section>
            <para>The type id of this node </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.typeName">
      <summary>
        <para>Returns the type name of this node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string returned is the name of the node type as it is used in the ascii file format.</para>
        <para>
          <section>
            <para>The type name of this node </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.classification">
      <summary>
        <para>Retrieves the <em>classification string</em> for a node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a string that is used in dependency nodes that are also shaders to provide more detailed <em>type</em> information to the rendering system. See the documentation for the MEL commands <em>getClassification</em> and <em>listNodeTypes</em> for information on the strings that can be provided.</para>
        <para>User-defined nodes set this value through a parameter to <ref>MFnPlugin::registerNode</ref>.</para>
        <para>
          <section>
            <para>The classification string. If the node class does not have an associated classification, an empty string will be returned. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.pluginName">
      <summary>
        <para>Returns the name of the plug-in this node class was defined in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name returned is the name of the plug-in on disk, and may contain pathname separators (such as `/') and drive letters (e.g. C:).</para>
        <para>
          <section>
            <para>The name of the plug-in</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> node class was not found in plugin database </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.attributeCount">
      <summary>
        <para>Get the number of attributes for the node class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of attributes.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> unable to count attributes </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeClass.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="inNode">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodeFunctionArgs)">
      <param name="obj">MNodeFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeFunctionArgs.node" />
    <member name="T:Autodesk.Maya.OpenMaya.MNodeMessage">
      <summary>
        <para>Dependency node messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for dependency node messages of specific dependency nodes.</para>
        <para>There are 4 add callback methods which will add callbacks for the following messages <example>
** code example not available in .NET **
</example></para>
        <para>The first parameter passed to each of the add callback methods is the depenency node that will trigger the callback.</para>
        <para>Callbacks that are registered for attribute changed/addedOrRemoved messages will be passed an AttributeMessage value as a parameter. This value indicates the type of attribute message that has occurred. See the AttributeMessage enum for all available messages.</para>
        <para>Each method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeMessage.getCPtr(Autodesk.Maya.OpenMaya.MNodeMessage)">
      <param name="obj">MNodeMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage">
      <summary>
        <para>The type of attribute changed/addedOrRemoved messages that has occurred. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kConnectionMade">
      <summary>
        <para>a connection has been made to an attribute of this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kConnectionBroken">
      <summary>
        <para>a connection has been broken for an attribute of this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeEval">
      <summary>
        <para>an attribute of this node has been evaluated </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeSet">
      <summary>
        <para>an attribute value of this node has been set </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeLocked">
      <summary>
        <para>an attribute of this node has been locked </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeUnlocked">
      <summary>
        <para>an attribute of this node has been unlocked </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeAdded">
      <summary>
        <para>an attribute has been added to this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeRemoved">
      <summary>
        <para>an attribute has been removed from this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeRenamed">
      <summary>
        <para>an attribute of this node has been renamed </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeKeyable">
      <summary>
        <para>an attribute of this node has been marked keyable </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeUnkeyable">
      <summary>
        <para>an attribute of this node has been marked unkeyable </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kIncomingDirection">
      <summary>
        <para>the connection was coming into the node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeArrayAdded">
      <summary>
        <para>an array attribute has been added to this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeArrayRemoved">
      <summary>
        <para>an array attribute has been removed from this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kOtherPlugSet">
      <summary>
        <para>the otherPlug data has been set </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kLast">
      <summary>
        <para>last value of the enum </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg">
      <summary>
        <para>Allows you to prevent attributes from becoming (un)keyable. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kKeyChangeInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kMakeKeyable">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kMakeUnkeyable">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kKeyChangeLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage">
      <summary>
        <para>The type of attribute changed/addedOrRemoved messages that has occurred. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kConnectionMade">
      <summary>
        <para>a connection has been made to an attribute of this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kConnectionBroken">
      <summary>
        <para>a connection has been broken for an attribute of this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeEval">
      <summary>
        <para>an attribute of this node has been evaluated </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeSet">
      <summary>
        <para>an attribute value of this node has been set </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeLocked">
      <summary>
        <para>an attribute of this node has been locked </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeUnlocked">
      <summary>
        <para>an attribute of this node has been unlocked </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeAdded">
      <summary>
        <para>an attribute has been added to this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeRemoved">
      <summary>
        <para>an attribute has been removed from this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeRenamed">
      <summary>
        <para>an attribute of this node has been renamed </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeKeyable">
      <summary>
        <para>an attribute of this node has been marked keyable </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeUnkeyable">
      <summary>
        <para>an attribute of this node has been marked unkeyable </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kIncomingDirection">
      <summary>
        <para>the connection was coming into the node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeArrayAdded">
      <summary>
        <para>an array attribute has been added to this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kAttributeArrayRemoved">
      <summary>
        <para>an array attribute has been removed from this node </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kOtherPlugSet">
      <summary>
        <para>the otherPlug data has been set </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.AttributeMessage.kLast">
      <summary>
        <para>last value of the enum </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg">
      <summary>
        <para>Allows you to prevent attributes from becoming (un)keyable. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kKeyChangeInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kMakeKeyable">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kMakeUnkeyable">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MNodeMessage.KeyableChangeMsg.kKeyChangeLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGModifier)">
      <param name="inNode">MObject</param>
      <param name="inModifier">MDGModifier</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs)">
      <param name="obj">MNodeModifierFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.get_modifier()">
      <returns>Returns a MDGModifier.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodeModifierFunctionArgs.modifier" />
    <member name="T:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="inNode">MObject</param>
      <param name="inObjects">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodeObjArrayArgs)">
      <param name="obj">MNodeObjArrayArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.get_objects()">
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodeObjArrayArgs.objects" />
    <member name="T:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug)">
      <param name="inNode">MObject</param>
      <param name="inPlug">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs)">
      <param name="obj">MNodePlugFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodePlugFunctionArgs.plug" />
    <member name="T:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,System.Boolean)">
      <param name="inNode">MObject</param>
      <param name="inStr">String</param>
      <param name="inBoolState">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs)">
      <param name="obj">MNodeStringBoolFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.get_str()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.get_boolState()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.str" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodeStringBoolFunctionArgs.boolState" />
    <member name="T:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String)">
      <param name="inNode">MObject</param>
      <param name="inStr">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs)">
      <param name="obj">MNodeStringFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.get_str()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MNodeStringFunctionArgs.str" />
    <member name="T:Autodesk.Maya.OpenMaya.MNurbsIntersector">
      <summary>
        <para>Nurbs intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MNurbsIntersector</ref> class contains methods for efficiently finding the closest point to a NURBS surface. A tree-based algorithm is used to find the closest point.</para>
        <para>The <ref>create()</ref> method builds the internal data required for the algorithm. As a result, calls to it should be minimized as it is a heavy operation. If the NURBS surface or matrix changes, you will need to recreate the tree based data to correspond, again using the <ref>create()</ref> method.</para>
        <para>This class is not threadsafe. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.getCPtr(Autodesk.Maya.OpenMaya.MNurbsIntersector)">
      <param name="obj">MNurbsIntersector</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.create(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method creates the data required by the intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is a heavy operation that should be called only when necessary, such as when the underlying NURBS surface or the matrix changes.</para>
      </remarks>
      <param name="nurbsObject">a NURBS surface object . </param>
      <param name="matrix">specify the mapping to apply for transforming points that are specified in the getClosestPoint method into the object space of the NURBS surface.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.create(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method creates the data required by the intersector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is a heavy operation that should be called only when necessary, such as when the underlying NURBS surface or the matrix changes.</para>
      </remarks>
      <param name="nurbsObject">a NURBS surface object . </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPointOnNurbs,System.Double)">
      <summary>
        <para>This method finds the closest point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Information is returned in the nurbsPoint object.</para>
      </remarks>
      <param name="point">Specifies the location for which to evaluate the closest point on the NURBS surface. `point' is transformed using the matrix parameter passed to the create() method, so for example if your matrix maps world to object space, then `point' should be specified in world space. </param>
      <param name="nurbsPoint">Resulting closest point in object space. </param>
      <param name="maxDistance">Maximum distance to consider in object space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.getClosestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPointOnNurbs)">
      <summary>
        <para>This method finds the closest point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Information is returned in the nurbsPoint object.</para>
      </remarks>
      <param name="point">Specifies the location for which to evaluate the closest point on the NURBS surface. `point' is transformed using the matrix parameter passed to the create() method, so for example if your matrix maps world to object space, then `point' should be specified in world space. </param>
      <param name="nurbsPoint">Resulting closest point in object space. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.getIntersects(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MPointArray,System.Double)">
      <summary>
        <para>This method finds all the points of intersection of the NURBS surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The points are returned in the points object, and the U and V parameters of the points are returned in the uArray and vArray objects respectively.</para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test </param>
      <param name="alongThisDirection">Direction of ray to test </param>
      <param name="uArray">U parameters of intersection (if any) </param>
      <param name="vArray">V parameters of intersection (if any) </param>
      <param name="points">Storage for points of intersection (if any) </param>
      <param name="tolerance">The epsilon value in the calculation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.getIntersect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>This method finds the first point of intersection of the NURBS surface with a ray (a vector at a point). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The point is returned in the pntOfIntersection object, and the U and V parameters of the point are returned in the u and v variables respectively.</para>
      </remarks>
      <param name="rayStartingPoint">Starting location of ray to test </param>
      <param name="alongThisDirection">Direction of ray to test </param>
      <param name="u">U parameter of intersection (if any) </param>
      <param name="v">V parameter of intersection (if any) </param>
      <param name="pntOfIntersection">Storage for closest point of intersection (if any) </param>
      <param name="tolerance">The epsilon value in the calculation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.get_isCreated()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MNurbsIntersector.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNurbsIntersector.isCreated">
      <summary>
        <para>This method returns true if the intersector is created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>False is returned otherwise. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MNurbsIntersector.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MObjArrayArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjArrayArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjArrayArgs.#ctor(Autodesk.Maya.OpenMaya.MObjectArray)">
      <param name="inObjects">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjArrayArgs.getCPtr(Autodesk.Maya.OpenMaya.MObjArrayArgs)">
      <param name="obj">MObjArrayArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjArrayArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjArrayArgs.get_objects()">
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjArrayArgs.objects" />
    <member name="T:Autodesk.Maya.OpenMaya.MObjectHandle">
      <summary>
        <para>Generic Class for validating MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MObjectHandle</ref> is a wrapper class for the <ref>MObject</ref> class. An <ref>MObjectHandle</ref> will provide a user with added information on the validity of an <ref>MObject</ref>. Each <ref>MObjectHandle</ref> that is created registers an entry into a table to maintain state tracking of the <ref>MObject</ref> that the handle was created for. This will help users track when an <ref>MObject</ref> is invalid and should be re-retrieved. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MObjectHandle</ref></para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MObjectHandle</ref></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MObjectHandle</ref></para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.#ctor(Autodesk.Maya.OpenMaya.MObjectHandle)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MObjectHandle</ref></para>
      </remarks>
      <param name="handle">MObjectHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.getCPtr(Autodesk.Maya.OpenMaya.MObjectHandle)">
      <param name="obj">MObjectHandle</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.equalEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.equalEqual(Autodesk.Maya.OpenMaya.MObjectHandle)">
      <param name="arg0">MObjectHandle</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.notEqual(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.notEqual(Autodesk.Maya.OpenMaya.MObjectHandle)">
      <param name="arg0">MObjectHandle</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.assign(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a MObjectHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.assign(Autodesk.Maya.OpenMaya.MObjectHandle)">
      <param name="other">MObjectHandle</param>
      <returns>Returns a MObjectHandle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.get_objectProperty()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.get_objectRef()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.get_hashCode()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.get_isValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectHandle.get_isAlive()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectHandle.objectProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MObjectHandle.objectRef">
      <summary>
        <para>Returns the <ref>MObject</ref> associated with this handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This provides read-only access to the <ref>MObject</ref> that <ref>MObjectHandle</ref> holds onto. This method will always return the object that belongs to <ref>MObjectHandle</ref> regardless of its validity. API users should use caution when using <ref>MObject</ref> data when it is not valid, and should never use the data when <ref>MObjectHandle</ref> indicates that the <ref>MObject</ref> is NOT alive.</para>
        <para>
          <section>
            <para>Read-only <ref>MObject</ref> associated with this handle. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectHandle.hashCode">
      <summary>
        <para>Returns a hash code for the internal Maya object referenced by the <ref>MObject</ref> within this <ref>MObjectHandle</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MObject</ref> is null or no longer alive then 0 will be returned, otherwise the hash code is guaranteed to be non-zero.</para>
        <para>The returned hash code is not unique: several internal Maya objects may return the same code. However different MObjectHandles whose MObjects refer to the same internal Maya object will return the same hash code.</para>
        <para>This provides a way for using internal Maya objects as keys in hash-based lookups.</para>
        <para>For example, Python dictionaries use a hash lookup, based on the key's <b>hash</b>() method. If you try to use MObjectHandles as keys in a dictionary you will find that two different MObjectHandles which refer to the same internal Maya object will not match. This is because Python's default <b>hash</b>() method is only looking at the MObjectHandles themselves, not what they contain. So different MObjectHandles can produce different <b>hash</b>() values even if they refer to the same internal Maya object.</para>
        <para>To get around this you can create a container class or a derived class which defines its own <b>hash</b>() method which returns the <ref>MObjectHandle</ref>'s <ref>hashCode()</ref>:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>An object's hash code is <b>not</b> guaranteed to remain the same from one Maya session to another, nor if it is removed from the scene and subsequently restored in any way, such as deleting a node and then undoing the deletion, reloading the scene file, etc.</para>
        <para>
          <section>
            <para>The hash code. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectHandle.isValid">
      <summary>
        <para>Returns the validity of the associated <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the <ref>MObject</ref> is still pointing to a valid internal object, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectHandle.isAlive">
      <summary>
        <para>Returns the live state of the associated <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An object can still be 'alive' but not 'valid' (eg. a deleted object that resides in the undo queue).</para>
        <para>
          <section>
            <para>
              <b>true</b> if the <ref>MObject</ref> is still pointing to a live internal object, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MObjectSetMessage">
      <summary>
        <para>Object Set Messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for object set messages received by specific sets.</para>
        <para>There is 1 add callback method which will add callbacks for the following message <example>
** code example not available in .NET **
</example></para>
        <para>The first parameter passed to each of the add callback methods is the object set depenency node that will trigger the callback. The second parameter specifies the callback function and the optional third parameter specifies the callback argument.</para>
        <para>Each method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback()</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectSetMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectSetMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjectSetMessage.getCPtr(Autodesk.Maya.OpenMaya.MObjectSetMessage)">
      <param name="obj">MObjectSetMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectSetMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MObjectSetMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectSetMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="inChild">MDagPath</param>
      <param name="inParent">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MParentChildFunctionArgs)">
      <param name="obj">MParentChildFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.set_child(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.get_child()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.set_parent(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.get_parent()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.child" />
    <member name="P:Autodesk.Maya.OpenMaya.MParentChildFunctionArgs.parent" />
    <member name="T:Autodesk.Maya.OpenMaya.MPlane">
      <summary>
        <para>A plane equation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class describes a mathematical plane. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new default plane. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.#ctor()">
      <summary>
        <para>Class default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new default plane. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.#ctor(Autodesk.Maya.OpenMaya.MPlane)">
      <summary>
        <para>Class default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new default plane. </para>
      </remarks>
      <param name="arg0">MPlane</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.getCPtr(Autodesk.Maya.OpenMaya.MPlane)">
      <param name="obj">MPlane</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.setPlane(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Directly set the equation of the plane in the form: ax + by +cz + d = 0. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="a">The plane equation's x coefficent </param>
      <param name="b">The plane equation's y coefficent </param>
      <param name="c">The plane equation's z coefficent </param>
      <param name="d">The plane equation's constant distance term </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.setPlane(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Directly set the equation of the plane in the form: ax + by +cz + d = 0. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="n">MVector</param>
      <param name="d">The plane equation's constant distance term </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.distance(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the distance of the plane along the normal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance of the plane along the normal </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.directedDistance(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the signed distance from the plane to the specified point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The distance from the specified point to the plane. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.get_normal()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.get_distanceProperty()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlane.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlane.normal">
      <summary>
        <para>Returns the normal of the plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The plane's normal </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlane.distanceProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlane.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlugFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <param name="inSrcPlug">MPlug</param>
      <param name="inDestPlug">MPlug</param>
      <param name="inMade">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MPlugFunctionArgs)">
      <param name="obj">MPlugFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.get_srcPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.get_destPlug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.get_made()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.srcPlug" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.destPlug" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugFunctionArgs.made" />
    <member name="T:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MPlugArray,Autodesk.Maya.OpenMaya.MDGModifier)">
      <param name="inPlugs">MPlugArray</param>
      <param name="inModifier">MDGModifier</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs)">
      <param name="obj">MPlugsDGModFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.get_plugs()">
      <returns>Returns a MPlugArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.get_modifier()">
      <returns>Returns a MDGModifier.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.plugs" />
    <member name="P:Autodesk.Maya.OpenMaya.MPlugsDGModFunctionArgs.modifier" />
    <member name="T:Autodesk.Maya.OpenMaya.MPointOnMesh">
      <summary>
        <para>Mesh intersector result. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to return information about a point on a mesh: 3D position, normal, barycentric coordinates, etc. Note that this can be a point anywhere on the surface of the mesh, not just at vertices. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.getCPtr(Autodesk.Maya.OpenMaya.MPointOnMesh)">
      <param name="obj">MPointOnMesh</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.getBarycentricCoords(System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>This method returns the barycentric coordinates of the closest point on the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the triangle has vertices (a, b, c) then the point returned by <ref>getPoint()</ref> is at coordinates <code>u*a + v*b + (1 - u - v)*c</code>. The barycentric coordinates are particularly useful when interpolating attributes from one mesh to another.</para>
        <para />
      </remarks>
      <param name="u">The relative contribution of the first vertex of the triangle. </param>
      <param name="v">The relative contribution of the second vertex of the triangle. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.faceIndex()">
      <summary>
        <para>This method returns the face index data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.triangleIndex()">
      <summary>
        <para>This method returns the triangle index data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.set_point(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="value">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.get_point()">
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.set_normal(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="value">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnMesh.get_normal()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointOnMesh.point">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointOnMesh.normal">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPointOnNurbs">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.#ctor(Autodesk.Maya.OpenMaya.MPointOnNurbs)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="other">MPointOnNurbs</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.getCPtr(Autodesk.Maya.OpenMaya.MPointOnNurbs)">
      <param name="obj">MPointOnNurbs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.assign(Autodesk.Maya.OpenMaya.MPointOnNurbs)">
      <param name="other">MPointOnNurbs</param>
      <returns>Returns a MPointOnNurbs.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.set_point(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.get_point()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.set_uV(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointOnNurbs.get_uV()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointOnNurbs.point">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointOnNurbs.uV">
      <summary>
        <para>This method returns the UV data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPolyMessage">
      <summary>
        <para>Polygon component id change messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for poly component id modification messages.</para>
        <para>There is 1 add callback method which will add callbacks for the following messages: <example>
** code example not available in .NET **
</example></para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.getCPtr(Autodesk.Maya.OpenMaya.MPolyMessage)">
      <param name="obj">MPolyMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.get_deletedId()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPolyMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPolyMessage.deletedId">
      <summary>
        <para>This method returns a constant which is to be used to determine if a component id has been deleted. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compare component ids returned by the callback with the value return by this method. If they are the same then, the component id has been deleted.</para>
        <para>
          <section>
            <para>Value of a deleted component id. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPolyMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPolyMessage.kVertexIndex" />
    <member name="F:Autodesk.Maya.OpenMaya.MPolyMessage.kEdgeIndex" />
    <member name="F:Autodesk.Maya.OpenMaya.MPolyMessage.kFaceIndex" />
    <member name="F:Autodesk.Maya.OpenMaya.MPolyMessage.kLastErrorIndex" />
    <member name="T:Autodesk.Maya.OpenMaya.MQuaternion">
      <summary>
        <para>Quaternion math. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for working with Quaternions. Quaternions can be used to specify orientations and rotations of 3-D objects relative to a starting reference, similar to the way that cartesian vectors can be used to specify positions and translations of 3-D objects relative to an origin. Quaternions represent orientations as a single rotation, just as rectangular co-ordinates represent position as a single vector. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="src">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="xx">Double</param>
      <param name="yy">Double</param>
      <param name="zz">Double</param>
      <param name="ww">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(System.Double[])">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="q">Double[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="a">MVector</param>
      <param name="b">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="a">MVector</param>
      <param name="b">MVector</param>
      <param name="angleFactor">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.#ctor(System.Double,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the quaternion to the multiplicative identity. </para>
      </remarks>
      <param name="angle">Double</param>
      <param name="axisb">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.getCPtr(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="obj">MQuaternion</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_Item(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.set_Item(System.UInt32,System.Double)">
      <param name="index">UInt32</param>
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.assign(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="src">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.assign(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="matrix">MMatrix</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.assign(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="matrix">MEulerRotation</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.setAxisAngle(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Sets this quaternion to be the rotation as expressed by a pivot axis and a rotation theta (in radians) about that axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the axis is too small the quaternion returned will be the identity quaternion.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has had its axis and angle set </para>
          </section>
        </para>
      </remarks>
      <param name="axis">the axis about which to rotate </param>
      <param name="theta">the angle of rotation about the axis in radians</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.getAxisAngle(Autodesk.Maya.OpenMaya.MVector,System.Double&amp;)">
      <summary>
        <para>Converts this quaternion into a user understandable representation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is, the quaternion is represented as a pivot vector 'axis' and a rotation 'theta' (in radians) about that pivot vector.</para>
        <para>If the identity unit quaternion is attempted to be converted to the pivot axis and angle representation it will be set to a zero degree rotation about the axis that was passed in. (Note that any axis will do, since an infinity of axis with rotation of zero satisfy the identity rotation.) If the axis is zero length, then an arbitrary axis will be chosen (z-axis).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> angle != 0 </para>
                </item>
                <item>
                  <para>
                    <b>false</b> angle == 0 (uses arbitrary axis, if given axis not valid) </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="axis">the axis about which the rotation occurs </param>
      <param name="theta">the angle of rotation about the axis in radians</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.setToXAxis(System.Double)">
      <summary>
        <para>Sets this quaternion to be the rotation about the X axis of theta (in radians). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the length of the axis is too small the quaternion returned will be the identity quaternion.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been set to rotate about the X axis by the given amount </para>
          </section>
        </para>
      </remarks>
      <param name="theta">the angle of rotation about the X axis in radians</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.setToYAxis(System.Double)">
      <summary>
        <para>Sets this quaternion to be the rotation about the Y axis of theta (in radians). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the length of the axis is too small the quaternion returned will be the identity quaternion.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been set to rotate about the Y axis by the given amount </para>
          </section>
        </para>
      </remarks>
      <param name="theta">the angle of rotation about the Y axis in radians</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.setToZAxis(System.Double)">
      <summary>
        <para>Sets this quaternion to be the rotation about the Z axis of theta (in radians). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the length of the axis is too small the quaternion returned will be the identity quaternion.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been set to rotate about the Z axis by the given amount </para>
          </section>
        </para>
      </remarks>
      <param name="theta">the angle of rotation about the Z axis in radians</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get(System.Double[])">
      <summary>
        <para>Extracts the x, y, z, and w components of the quaternion and places them in elements 0, 1, 2, and 3 of the double array passed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if dest is a non-zero pointer and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="dest">the array of 4 doubles into which the results are placed.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.plus(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.multiply(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.multiplyEqual(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="rhs">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.minus(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.minus()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.negateIt()">
      <summary>
        <para>Performs an in place negation of the quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion whose x, y, z, and w values have been negated.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been negated </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.equalEqual(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.notEqual(Autodesk.Maya.OpenMaya.MQuaternion)">
      <param name="other">MQuaternion</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.isEquivalent(Autodesk.Maya.OpenMaya.MQuaternion,System.Double)">
      <summary>
        <para>This method returns true if this quaternion is equal, within some given tolerance, to the other quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kQuaternionEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the quaternions are equivalent </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the quaternions are not equivalent </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the quaternion to be compared with this quaternion </param>
      <param name="tolerance">the amount of variation allowed for equivalency</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.isEquivalent(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>This method returns true if this quaternion is equal, within some given tolerance, to the other quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>'tolerance' defaults to kQuaternionEpsilon which is 1.0e-10</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the quaternions are equivalent </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the quaternions are not equivalent </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="other">the quaternion to be compared with this quaternion </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.scaleIt(System.Double)">
      <summary>
        <para>Performs an in place scaling of the quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion whose x, y, z, and w values have been scaled by the specified amount.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been scaled </para>
          </section>
        </para>
      </remarks>
      <param name="scale">the amount by which the quaternion should be scaled</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.normalizeIt()">
      <summary>
        <para>Performs an in place normalization of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion of unit length.</para>
        <para>If the quaternion is zero or has a very small length it will instead be set to the multiplicative identity.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been normalized </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.conjugateIt()">
      <summary>
        <para>Performs an in place conjugation of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion whose x, y, and z values have been negated.</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been conjugated </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.invertIt()">
      <summary>
        <para>Performs an in place inversion of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A reference to the quaternion that has been inverted </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_identity()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.set_x(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_x()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.set_y(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_y()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.set_z(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_z()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.set_w(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_w()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_asMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_asEulerRotation()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_normal()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_conjugate()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_inverse()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_log()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MQuaternion.get_exp()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.Item" />
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.identity">
      <summary>
        <para>The multiplicative identity. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.x">
      <summary>
        <para>The quaternion's imaginary x component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.y">
      <summary>
        <para>The quaternion's imaginary y component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.z">
      <summary>
        <para>The quaternion's imaginary z component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.w">
      <summary>
        <para>The quaternion's real component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.asMatrix">
      <summary>
        <para>Converts a quaternion to a 4X4 homogeneous rotation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The construction of the matrix assumes that the vectors are going to be multiplied on the left side of the matrix. If the quaternion's length has degenerated, this method will still produce a well behaved matrix.</para>
        <para>
          <b>ReturnValue</b>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>the matrix converted from a quaternion </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.asEulerRotation">
      <summary>
        <para>Converts a quaternion to an euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>ReturnValue</b>
        </para>
        <para>
          <list type="bullet">
            <item>
              <para>the euler rotation converted from a quaternion </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.normal">
      <summary>
        <para>Returns the normal of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion of unit length.</para>
        <para>If the quaternion is zero or has a very small length it will instead be set to the multiplicative identity.</para>
        <para>
          <section>
            <para>Quaternion that is the normal of this quaternion </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.conjugate">
      <summary>
        <para>Returns the conjugate of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The result is a quaternion whose x, y, and z values have been negated.</para>
        <para>
          <section>
            <para>Quaternion that is the conjugate of this quaternion </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.inverse">
      <summary>
        <para>Returns the inverse of this quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Quaternion that is the inverse of this quaternion </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.log">
      <summary>
        <para>Returns the natural log of a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The precondition for using this method is that the quaternion must be normalized.</para>
        <para>Note that the log of a unit quaternion is not necessarily a unit quaternion.</para>
        <para>
          <section>
            <para>Quaternion that is the log of this quaternion </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.exp">
      <summary>
        <para>Exponentiates a quaternion that has a scalar part of zero. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The precondition for using this method is that w is zero.</para>
        <para>
          <section>
            <para>Quaternion that is the result of exponentiating this quaternion </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MRampAttribute">
      <summary>
        <para>Create and manipulate ramp attributes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A ramp attribute consists of a set of entries describing a curve which is used to map an input value onto an output value. Each entry consists of an input <b>position</b> ranging from 0 to 1, an output <b>value</b> that that position maps onto, and an enumerator indicating the type of interpolation to use between that position and the next.</para>
        <para>Currently two types of output values are a supported: a float, in which case the attribute is displayed as a curve in the Attribute Editor, or a color, in which case the attribute is displayed as a color gradient, similar to how a ramp texture node is displayed.</para>
        <para>A ramp must always have at least one entry. A newly-created ramp attribute will automatically be given a default entry at position 0.0 with a value of 0.0 or black, depending upon the ramp type.</para>
        <para>Any attempt to delete the last of a ramp's entries will fail. This means that if you want to initialize a newly-created ramp attribute with a specific set of entries you must add at least one of your new entries first before deleting the default entry. Alternatively, you can modify the default entry to match one of your new entries and then add your remaining entries. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Creates an emptry Ramp Attribute class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes it as a null Object.</para>
        <para>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.#ctor()">
      <summary>
        <para>Creates an emptry Ramp Attribute class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes it as a null Object.</para>
        <para>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.#ctor(Autodesk.Maya.OpenMaya.MRampAttribute)">
      <summary>
        <para>Creates an emptry Ramp Attribute class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes it as a null Object.</para>
        <para>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
      <param name="other">MRampAttribute</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.#ctor(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Creates an emptry Ramp Attribute class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes it as a null Object.</para>
        <para>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
      <param name="obj">MPlug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Creates an emptry Ramp Attribute class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes it as a null Object.</para>
        <para>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
      <param name="node">MObject</param>
      <param name="attr">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getCPtr(Autodesk.Maya.OpenMaya.MRampAttribute)">
      <param name="obj">MRampAttribute</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.assign(Autodesk.Maya.OpenMaya.MRampAttribute)">
      <param name="other">MRampAttribute</param>
      <returns>Returns a MRampAttribute.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getEntries(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Gets all the entries in a ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the ramp is a color ramp, then this function will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the specified attribute is not a curve ramp attribute </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while retrieving the ramp entries </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexes">MIntArray</param>
      <param name="positions">the positions of each entry (can range from 0 to 1) </param>
      <param name="values">the values of the entries at each position (can range from 0 to 1) </param>
      <param name="interps">array of MRampAttribute::MInterpolation values giving the interpolations of the entries at each position. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getEntries(Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Gets all the entries in a ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the ramp is a color ramp, then this function will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the specified attribute is not a curve ramp attribute </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while retrieving the ramp entries </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexes">MIntArray</param>
      <param name="positions">the positions of each entry (can range from 0 to 1) </param>
      <param name="colors">MColorArray</param>
      <param name="interps">array of MRampAttribute::MInterpolation values giving the interpolations of the entries at each position. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.addEntries(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Adds entries into a ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the ramp is a curve ramp, then this function will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the attribute is not a color ramp attribute or array sizes do not match </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while adding ramp entries </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="positions">the positions of the new entries (can range from 0 to 1) </param>
      <param name="values">MColorArray</param>
      <param name="interps">array of MRampAttribute::MInterpolation values giving the interpolations of the entries at each position. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.addEntries(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Adds entries into a ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the ramp is a curve ramp, then this function will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> the attribute is not a color ramp attribute or array sizes do not match </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while adding ramp entries </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="positions">the positions of the new entries (can range from 0 to 1) </param>
      <param name="values">MFloatArray</param>
      <param name="interps">array of MRampAttribute::MInterpolation values giving the interpolations of the entries at each position. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.deleteEntries(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Deletes entries in the ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If any one of the indices is incorrect, then this function will not delete any of the entries.</para>
        <para>A ramp attribute must always have at least one entry. Any attempt to delete the last remaining entry will fail.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occured while deleting ramp entries. It is not valid to delete all entries in a ramp. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="indexes">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setColorAtIndex(Autodesk.Maya.OpenMaya.MColor,System.UInt32)">
      <summary>
        <para>Sets the color of a given entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no entry at the given index, then this method will return a failure. If this ramp is a curve ramp, then this method will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="color">the new color for the entry </param>
      <param name="index">index of entry to change </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setValueAtIndex(System.Single,System.UInt32)">
      <summary>
        <para>Sets the value of a given entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no entry at the given index, then this method will return a failure. If this ramp is a color ramp, then this method will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="value">the new value for the entry </param>
      <param name="index">index of entry to change </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setPositionAtIndex(System.Single,System.UInt32)">
      <summary>
        <para>Sets the position of a given entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no entry at the given index, then this method will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="position">the new position for the entry </param>
      <param name="index">index of entry to change </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setInterpolationAtIndex(Autodesk.Maya.OpenMaya.MRampAttribute+MInterpolation,System.UInt32)">
      <summary>
        <para>Sets the interpolation of a given entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no entry at the given index, then this method will return a failure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="interp">the new interpolation for the entry </param>
      <param name="index">index of entry to change </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getColorAtPosition(System.Single,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Gets the color at a position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this ramp is a curve ramp, then this method will return a failure. If this ramp is empty, then this method will return a failure. If the position is out of range, either the start or end value will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this was not a color ramp, or the ramp was empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="position">the desired position </param>
      <param name="color">the color at the position </param>
      <param name="arg3">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getColorAtPosition(System.Single,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Gets the color at a position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this ramp is a curve ramp, then this method will return a failure. If this ramp is empty, then this method will return a failure. If the position is out of range, either the start or end value will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this was not a color ramp, or the ramp was empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="position">the desired position </param>
      <param name="color">the color at the position </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getValueAtPosition(System.Single,System.Single&amp;,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Gets the value at position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this ramp is a color ramp, then this method will return a failure. If this ramp is empty, then this method will return a failure. If the position is out of range, either the start or end value will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this was not a curve ramp, or the ramp was empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="position">the desired position </param>
      <param name="value">the value at the position </param>
      <param name="arg3">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.getValueAtPosition(System.Single,System.Single&amp;)">
      <summary>
        <para>Gets the value at position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this ramp is a color ramp, then this method will return a failure. If this ramp is empty, then this method will return a failure. If the position is out of range, either the start or end value will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> this was not a curve ramp, or the ramp was empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="position">the desired position </param>
      <param name="value">the value at the position </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.hasIndex(System.UInt32)">
      <param name="index">UInt32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.sort(System.Boolean)">
      <param name="ascending">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.sort()" />
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.pack()" />
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(System.Single,System.Single,Autodesk.Maya.OpenMaya.MRampAttribute+MInterpolation)">
      <param name="value">Single</param>
      <param name="position">Single</param>
      <param name="interp">MInterpolation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(System.Single,System.Single)">
      <param name="value">Single</param>
      <param name="position">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(Autodesk.Maya.OpenMaya.MColor,System.Single,Autodesk.Maya.OpenMaya.MRampAttribute+MInterpolation)">
      <param name="color">MColor</param>
      <param name="position">Single</param>
      <param name="interp">MInterpolation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(Autodesk.Maya.OpenMaya.MColor,System.Single)">
      <param name="color">MColor</param>
      <param name="position">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(Autodesk.Maya.OpenMaya.MColor)">
      <param name="color">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="values">MFloatArray</param>
      <param name="positions">MFloatArray</param>
      <param name="interps">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.setRamp(Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="values">MColorArray</param>
      <param name="positions">MFloatArray</param>
      <param name="interps">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createCurveRamp(System.String,System.String)">
      <summary>
        <para>This function creates the curve ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Curve ramp attribute, returned as <ref>MObject</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> when the creation of the attr fails </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrLongName">Long name of the curve ramp attribute </param>
      <param name="attrShortName">Short name of the curve ramp attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createColorRamp(System.String,System.String)">
      <summary>
        <para>This function creates the color ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Color ramp attribute, returned as <ref>MObject</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> when the creation of the attr fails </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attrLongName">Long name of the curve ramp attribute </param>
      <param name="attrShortName">Short name of the curve ramp attribute </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.Single,System.Single,Autodesk.Maya.OpenMaya.MRampAttribute+MInterpolation)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="val">Single</param>
      <param name="pos">Single</param>
      <param name="interp">MInterpolation</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.Single,System.Single)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="val">Single</param>
      <param name="pos">Single</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.Single)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="val">Single</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MColor,System.Single,Autodesk.Maya.OpenMaya.MRampAttribute+MInterpolation)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="color">MColor</param>
      <param name="pos">Single</param>
      <param name="interp">MInterpolation</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MColor,System.Single)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="color">MColor</param>
      <param name="pos">Single</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MColor)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="color">MColor</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="values">MFloatArray</param>
      <param name="positions">MFloatArray</param>
      <param name="interps">MIntArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.createRamp(System.String,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="attrLongName">String</param>
      <param name="attrShortName">String</param>
      <param name="node">MObject</param>
      <param name="colors">MColorArray</param>
      <param name="positions">MFloatArray</param>
      <param name="interps">MIntArray</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.get_numEntries()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.get_isColorRamp()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.get_isCurveRamp()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRampAttribute.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MRampAttribute.numEntries">
      <summary>
        <para>Gets the number of entries in the ramp attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while querying the ramp</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>The number of entries in the ramp attribute </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MRampAttribute.isColorRamp">
      <summary>
        <para>Checks to see whether this ramp is a color ramp. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the ramp is a color ramp, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MRampAttribute.isCurveRamp">
      <summary>
        <para>Checks to see whether this ramp is a curve ramp. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the ramp is a curve ramp, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the new node could not be added to the model, or the function set could not be properly initialized with the new object. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MRampAttribute.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation">
      <summary>
        <para>Interpolation methods. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kSmooth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kSpline">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation">
      <summary>
        <para>Interpolation methods. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kLinear">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kSmooth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MRampAttribute.MInterpolation.kSpline">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MRichSelection">
      <summary>
        <para>Selection list supporting soft selection and symmetry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements a selection list that support soft selection and symmetry.</para>
        <para>The rich selection is split into two halves: the "normal" side, and an optional symmetric component. Components on both sides can include weight data which is used to specify both the amount of influence and the proximity to the centre of symmetry.</para>
        <para>In addition to the selected objects, the rich selection also includes information about the axis of symmetry so that operations can determine how to process any symmetric selection (e.g. reflect transformations, etc). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty rich selection. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty rich selection. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.#ctor(Autodesk.Maya.OpenMaya.MRichSelection)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty rich selection. </para>
      </remarks>
      <param name="src">MRichSelection</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getCPtr(Autodesk.Maya.OpenMaya.MRichSelection)">
      <param name="obj">MRichSelection</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getSelection(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a copy of the non-symmetry component of the rich selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="selection">Storage for the selection list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getSymmetry(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a copy of the symmetry component of the rich selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="symmetry">Storage for the symmetric selection list</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getSymmetryMatrix(Autodesk.Maya.OpenMaya.MMatrix,System.Int32&amp;)">
      <summary>
        <para>Returns the raw symmetry matrix to use for the symmetric components of the rich selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The caller is responsible for handling any necessary transformation space conversions when using this version of getSymmetryMatrix.</para>
      </remarks>
      <param name="symmetryMatrix">Storage for the symmetry matrix </param>
      <param name="space">The transformation space of the symmetryMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getSymmetryMatrix(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Returns the raw symmetry matrix to use for the symmetric components of the rich selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The caller is responsible for handling any necessary transformation space conversions when using this version of getSymmetryMatrix.</para>
      </remarks>
      <param name="path">MDagPath</param>
      <param name="space">The transformation space of the symmetryMatrix</param>
      <param name="symmetryMatrix">Storage for the symmetry matrix </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.getSymmetryPlane(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MPlane)">
      <summary>
        <para>Returns the plane of symmetry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be used to enforce seam weights in tools that support symmetry. Note that the direction of the plane carries no significance (specifically, having a positive offset from the plane does not imply a point is part of the non-symmetric selection).</para>
      </remarks>
      <param name="path">The DAG path the plane should be calculated for </param>
      <param name="space">The space the plane should be calculated in. Only kWorld and kObject are currently supported. </param>
      <param name="plane">MPlane</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.clear()">
      <summary>
        <para>This method empties the rich selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status flag</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The list was successfully reset. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error resetting list. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MRichSelection.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MRichSelection.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSceneMessage">
      <summary>
        <para>Scene messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks for scene related messages.</para>
        <para>The addCallback method registers a function that will be executed whenever the specified message occurs. An id is returned and is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeExportCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeCreateReferenceCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeCreateReferenceCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeLoadReferenceCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeLoadReferenceCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforePluginLoad(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforePluginLoad(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_AfterPluginLoad(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_AfterPluginLoad(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforePluginUnload(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforePluginUnload(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_AfterPluginUnload(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
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      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeNewCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeNewCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeSaveCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeSaveCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeImportCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeImportCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeOpenCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.remove_BeforeOpenCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSceneMessage.add_BeforeExportCheck(System.EventHandler`1[[Autodesk.Maya.OpenMaya.MCheckFileFunctionArgs, openmayacs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]])">
      <param name="value">EventHandler`1</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MSceneMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSceneMessage.Message">
      <summary>
        <para>Events to which messages can be attached. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kSceneUpdate">
      <summary>
        <para>Called after any operation that changes which files are loaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeNew">
      <summary>
        <para>Called before a File &gt; New operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterNew">
      <summary>
        <para>Called after a File &gt; New operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeImport">
      <summary>
        <para>Called before a File &gt; Import operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterImport">
      <summary>
        <para>Called after a File &gt; Import operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeOpen">
      <summary>
        <para>Called before a File &gt; Open operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterOpen">
      <summary>
        <para>Called after a File &gt; Open operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeExport">
      <summary>
        <para>Called before a File &gt; Export operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterExport">
      <summary>
        <para>Called after a File &gt; Export operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeSave">
      <summary>
        <para>Called before a File &gt; Save (or SaveAs) operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterSave">
      <summary>
        <para>Called after a File &gt; Save (or SaveAs) operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeReference">
      <summary>
        <para>Called before a File &gt; Reference operation. Deprecated. Use kBeforeCreateReference/kBeforeLoadReference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterReference">
      <summary>
        <para>Called after a File &gt; Reference operation. Deprecated. Use kAfterCreateReference/kAfterLoadReference. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeRemoveReference">
      <summary>
        <para>Called before a File &gt; RemoveReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterRemoveReference">
      <summary>
        <para>Called after a File &gt; RemoveReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeImportReference">
      <summary>
        <para>Called before a File &gt; ImportReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterImportReference">
      <summary>
        <para>Called after a File &gt; ImportReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeExportReference">
      <summary>
        <para>Called before a File &gt; ExportReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterExportReference">
      <summary>
        <para>Called after a File &gt; ExportReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeUnloadReference">
      <summary>
        <para>Called before a File &gt; UnloadReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterUnloadReference">
      <summary>
        <para>Called after a File &gt; UnloadReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeSoftwareRender">
      <summary>
        <para>Called before a Software Render begins. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterSoftwareRender">
      <summary>
        <para>Called after a Software Render ends. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeSoftwareFrameRender">
      <summary>
        <para>Called before each frame of a Software Render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterSoftwareFrameRender">
      <summary>
        <para>Called after each frame of a Software Render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kSoftwareRenderInterrupted">
      <summary>
        <para>Called when an interactive render is interrupted by the user. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kMayaInitialized">
      <summary>
        <para>Called on interactive or batch startup after initialization. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kMayaExiting">
      <summary>
        <para>Called just before Maya exits. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeNewCheck">
      <summary>
        <para>Called prior to File &gt; New operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeOpenCheck">
      <summary>
        <para>Called prior to File &gt; Open operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeSaveCheck">
      <summary>
        <para>Called prior to File &gt; Save operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeImportCheck">
      <summary>
        <para>Called prior to File &gt; Import operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeExportCheck">
      <summary>
        <para>Called prior to File &gt; Export operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeLoadReference">
      <summary>
        <para>Called before a File &gt; LoadReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterLoadReference">
      <summary>
        <para>Called after a File &gt; LoadReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeLoadReferenceCheck">
      <summary>
        <para>Called before a File &gt; LoadReference operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeReferenceCheck">
      <summary>
        <para>Called prior to a File &gt; CreateReference operation, allows user to cancel action. Deprecated. Use kBeforeCreateReferenceCheck. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeCreateReferenceCheck">
      <summary>
        <para>Called prior to a File &gt; CreateReference operation, allows user to cancel action. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforePluginLoad">
      <summary>
        <para>Called prior to a plugin being loaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterPluginLoad">
      <summary>
        <para>Called after a plugin is loaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforePluginUnload">
      <summary>
        <para>Called prior to a plugin being unloaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterPluginUnload">
      <summary>
        <para>Called after a plugin is unloaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeCreateReference">
      <summary>
        <para>Called before a File &gt; CreateReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterCreateReference">
      <summary>
        <para>Called after a File &gt; CreateReference operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kExportStarted">
      <summary>
        <para>Called at the start of a File &gt; Export operation, after the export file has become the active file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeLoadReferenceAndRecordEdits">
      <summary>
        <para>Same as kBeforeLoadReference except reference edits are recorded during the execution of the callback. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterLoadReferenceAndRecordEdits">
      <summary>
        <para>Same as kAfterLoadReference except reference edits are recorded during the execution of the callback. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kBeforeCreateReferenceAndRecordEdits">
      <summary>
        <para>Same as kBeforeCreateReference except reference edits are recorded during the execution of the callback. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kAfterCreateReferenceAndRecordEdits">
      <summary>
        <para>Same as kAfterCreateReference except reference edits are recorded during the execution of the callback. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSceneMessage.Message.kLast">
      <summary>
        <para>Last value of the enum. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSceneMessage.Message">
      <summary>
        <para>Message types supported by the addCallback method. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionMask">
      <summary>
        <para>Manage what is selectable in Maya. (OpenMaya) (OpenMaya.py) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection mask. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection mask. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.#ctor(Autodesk.Maya.OpenMaya.MSelectionMask+SelectionType)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection mask. </para>
      </remarks>
      <param name="selType">SelectionType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.#ctor(System.String)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection mask. </para>
      </remarks>
      <param name="selTypeName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.#ctor(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty selection mask. </para>
      </remarks>
      <param name="arg0">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.getCPtr(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="obj">MSelectionMask</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.setMask(Autodesk.Maya.OpenMaya.MSelectionMask+SelectionType)">
      <summary>
        <para>Sets the selection mask to the specified selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the selection type was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selType">the selection type to be set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.setMask(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Sets the selection mask to the specified selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the selection type was successfully set </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mask">MSelectionMask</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.addMask(Autodesk.Maya.OpenMaya.MSelectionMask+SelectionType)">
      <summary>
        <para>Add the specified selection type to this mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> the selection type was successfully added </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selType">the selection type to add</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.intersects(Autodesk.Maya.OpenMaya.MSelectionMask+SelectionType)">
      <summary>
        <para>Returns true if the specified selection type is contained within this selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the specified selection type is contained in this mask </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the specified selection type is not in this mask</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> this method succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selType">the selection type to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.intersects(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Returns true if the specified selection type is contained within this selection mask. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the specified selection type is contained in this mask </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the specified selection type is not in this mask</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> this method succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mask">MSelectionMask</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.assign(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <param name="other">MSelectionMask</param>
      <returns>Returns a MSelectionMask.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.registerSelectionType(System.String,System.Int32)">
      <summary>
        <para>Registers a new selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is perfectly legal for 2 plug-ins to register the same selection type. Currently we use the registration count. The selection type is deleted only when <ref>deregisterSelectionType()</ref> as been called the same number of times as this function - <ref>registerSelectionType()</ref>.</para>
        <para>When <ref>registerSelectionType()</ref> is invoked and the selection type already exists,we neither enable it nor change its priority, just add its registration count by 1. The reason is the user might has modified these values after loading the plug-in that has register the selection type the first time.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The selection type was successfully registered. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Failed to register the selection type. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selTypeName">Name of the selection type. </param>
      <param name="priority">Priority of the selection type,see 'selectPriority' command.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.registerSelectionType(System.String)">
      <summary>
        <para>Registers a new selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is perfectly legal for 2 plug-ins to register the same selection type. Currently we use the registration count. The selection type is deleted only when <ref>deregisterSelectionType()</ref> as been called the same number of times as this function - <ref>registerSelectionType()</ref>.</para>
        <para>When <ref>registerSelectionType()</ref> is invoked and the selection type already exists,we neither enable it nor change its priority, just add its registration count by 1. The reason is the user might has modified these values after loading the plug-in that has register the selection type the first time.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The selection type was successfully registered. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Failed to register the selection type. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selTypeName">Name of the selection type. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.deregisterSelectionType(System.String)">
      <summary>
        <para>Unregisters a previously registered selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The selection type was successfully unregistered. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Failed to unregister the selection type. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="selTypeName">Name of the selection type.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionMask.getSelectionTypePriority(System.String)">
      <summary>
        <para>Gets the selection priority corresponding to a given selection type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The selection priority corresponding to a given selection type. return -1 if there is no select type named selTypeName. </para>
          </section>
        </para>
      </remarks>
      <param name="selTypeName">Name of the selection type.</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType">
      <summary>
        <para>Types of objects which can be selected. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLocalAxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIkHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIkEndEffectors">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectJoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLights">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCameras">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLattices">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectClusters">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSculpts">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNurbsCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNurbsSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdiv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSketchPlanes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectParticleShapes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEmitters">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFields">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSprings">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRigidBodies">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRigidConstraints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCollisionModels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectXYZLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectOrientationLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectUVLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectTextures">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectObjectsMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCVs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHulls">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEditPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshVerts">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshFreeEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshFaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshFaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshUVs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectVertices">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFacets">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshLines">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshComponents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurveParmPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurveKnots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceParmPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceKnots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceRange">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIsoparms">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurvesOnSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPPStrokes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLatticePoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectParticles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectJointPivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectScalePivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRotatePivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSelectHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectComponentsMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimKeyframes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimInTangents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimOutTangents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimAny">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectTemplates">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectManipulators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectGuideLines">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsOnCurvesForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsOnSurfacesForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectObjectGroups">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshMaps">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFluids">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHairSystems">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFollicles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNCloths">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNRigids">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectDynamicConstraints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNParticles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType">
      <summary>
        <para>Types of objects which can be selected. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLocalAxis">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIkHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIkEndEffectors">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectJoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLights">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCameras">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLattices">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectClusters">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSculpts">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNurbsCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNurbsSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdiv">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSketchPlanes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectParticleShapes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEmitters">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFields">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSprings">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRigidBodies">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRigidConstraints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCollisionModels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectXYZLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectOrientationLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectUVLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectTextures">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLocators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectObjectsMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCVs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHulls">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEditPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshVerts">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshFreeEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshFaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshFaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshUVs">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectVertices">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectEdges">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFacets">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshLines">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectMeshComponents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurveParmPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurveKnots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceParmPoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceKnots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceRange">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSurfaceEdge">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectIsoparms">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectCurvesOnSurfaces">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPPStrokes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectLatticePoints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectParticles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectJointPivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectScalePivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectRotatePivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPivots">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSelectHandles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectComponentsMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimCurves">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimKeyframes">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimInTangents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimOutTangents">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimMask">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectAnimAny">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectTemplates">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectManipulators">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectGuideLines">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsOnCurvesForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectPointsOnSurfacesForGravity">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectObjectGroups">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectSubdivMeshMaps">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFluids">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectHairSystems">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectFollicles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNCloths">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNRigids">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectDynamicConstraints">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSelectionMask.SelectionType.kSelectNParticles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSpace">
      <summary>
        <para>Space transformation identifiers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MSpace</ref> encompasses all of the types of transformation possible. The <ref>MSpace</ref> identifiers are used to determine the space in which the user is applying or querying transformation or component (i.e. vertex positions) data of a Maya object.</para>
        <para>Note that not all the <ref>MSpace</ref> types can be passed into all methods which take an <ref>MSpace</ref> as a parameter. The <ref>MSpace</ref> enumerated type can be split into two parts, types which can be passed into <ref>MFnTransform</ref> and <ref>MTransformationMatrix</ref> classes (kTransform, kPreTransform and kPostTransform) and types which can be passed into shape classes such as <ref>MFnMesh</ref>, <ref>MFnNurbsSurface</ref> and <ref>MFnCamera</ref> (kWorld and kObject).</para>
        <para>The following is a description of each of the <ref>MSpace</ref> types.</para>
        <para />
        <para>
          <section>
            <para />
          </section>
There are four spaces in which to apply a transformation.</para>
        <para>
          <list type="bullet">
            <item>
              <para>World Space - This is the space that an object is in after it has had all of its transformations applied to it. A world space transformation is the the very last transformation that would be applied to the object. </para>
            </item>
            <item>
              <para>Object Space - This is the space in which an object is defined. An object space transformation would be the first transformation that would be applied to an object. This is the same as pre-transform space. </para>
            </item>
            <item>
              <para>Post Transform Space - This is the space in which the object lives after having the transformations of its transform node applied. For example, when a primitive object is created in Maya, there is a shape node which defined the geometry and a transform node which positions/orients the geometry. The space that the geometry is in is object space. After applying the transformations of the transform node to the geometry, the transformed geometry is in post transform space. </para>
            </item>
            <item>
              <para>Transform Space - This space depends on the type of transformation being applied. Transform nodes define a fixed sequence of affine transformations. Basically, there is scale followed by rotation and finally translation. There are four spaces here: <example>
** code example not available in .NET **
</example></para>
              <para>If applying a transform space scale, this transform will be applied after the current scale but before the rotation (space 2). If applying a transform space rotation, this transform will be applied after the current rotation but before the translation. Applying a translation in transform space, the translation will be applied after the current translation. </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSpace.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSpace.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MSpace.getCPtr(Autodesk.Maya.OpenMaya.MSpace)">
      <param name="obj">MSpace</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSpace.Dispose()" />
    <member name="T:Autodesk.Maya.OpenMaya.MSpace.Space">
      <summary>
        <para>Transformation spaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kTransform">
      <summary>
        <para>Transform matrix (relative) space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kPreTransform">
      <summary>
        <para>Pre-transform matrix (geometry). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kObject">
      <summary>
        <para>Same as pre-transform space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kPostTransform">
      <summary>
        <para>Post-transform matrix (world) space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kWorld">
      <summary>
        <para>transform in world space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSpace.Space">
      <summary>
        <para>Transformation spaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kInvalid">
      <summary>
        <para>Invalid value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kTransform">
      <summary>
        <para>Transform matrix (relative) space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kPreTransform">
      <summary>
        <para>Pre-transform matrix (geometry). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kObject">
      <summary>
        <para>Same as pre-transform space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kPostTransform">
      <summary>
        <para>Post-transform matrix (world) space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kWorld">
      <summary>
        <para>transform in world space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MSpace.Space.kLast">
      <summary>
        <para>Last value, used for counting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MStateFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStateFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStateFunctionArgs.#ctor(System.Boolean)">
      <param name="insState">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStateFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MStateFunctionArgs)">
      <param name="obj">MStateFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStateFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStateFunctionArgs.get_state()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStateFunctionArgs.state" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="inStrs">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs)">
      <param name="obj">MStringArrayFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.get_strs()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArrayFunctionArgs.strs" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringFunctionArgs.#ctor(System.String)">
      <param name="inStr">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MStringFunctionArgs)">
      <param name="obj">MStringFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringFunctionArgs.get_str()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringFunctionArgs.str" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.#ctor(System.String,System.UInt32)">
      <param name="inStr">String</param>
      <param name="inIndex">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs)">
      <param name="obj">MStringIndexFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.get_str()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.get_index()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.str" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringIndexFunctionArgs.index" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.#ctor(System.String,System.UInt32,System.Boolean,System.UInt32)">
      <param name="inStr">String</param>
      <param name="inIndex">UInt32</param>
      <param name="inFlag">Boolean</param>
      <param name="inType">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs)">
      <param name="obj">MStringIntBoolIntFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.get_str()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.get_index()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.get_flag()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.get_type()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.str" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.index" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.flag" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringIntBoolIntFunctionArgs.type" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringNodeArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String)">
      <param name="inNode">MObject</param>
      <param name="inStr">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.getCPtr(Autodesk.Maya.OpenMaya.MStringNodeArgs)">
      <param name="obj">MStringNodeArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringNodeArgs.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringNodeArgs.node" />
    <member name="P:Autodesk.Maya.OpenMaya.MStringNodeArgs.name" />
    <member name="T:Autodesk.Maya.OpenMaya.MStringResource">
      <summary>
        <para>Localizable string resources. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringResource</ref> class implements methods for registering and retrieving string values from externally defined string resources. This allows the plug-in to provide localized string resources.</para>
        <para>The lookup is done using <ref>MStringResourceId</ref> values. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Not used as all methods are static. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.#ctor()">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Not used as all methods are static. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.getCPtr(Autodesk.Maya.OpenMaya.MStringResource)">
      <param name="obj">MStringResource</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.getString(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <summary>
        <para>Retrieve a string resource using a key value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the string returned will be the default string value provided as part of the string ID and registered via <ref>MStringResource::registerString</ref>. If a localized value has been provided, it will be returned instead. See also <ref>MStringResourceId</ref> and MFnPlugin::registerUIString.</para>
        <para>
          <section>
            <para>The string if it can be found, the empty string otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="id">Resource id of the string to retrieve. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResource.registerString(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <summary>
        <para>Register a plugin string resource. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringResourceId</ref> passed in provides all the information required to register the string and to initialize it to its default value.</para>
        <para>See also <ref>MStringResourceId</ref> and MFnPlugin::getUIString.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if registration succeeded, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="id">Resource id associated with the string to register.</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MStringResourceId">
      <summary>
        <para>Unique identifier for an <ref>MString</ref> Resource. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MStringResourceId</ref> class implements a string lookup key to be used in conjunction with the <ref>MStringResource</ref> class to retrieve strings from externally defined string resource values. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the new <ref>MStringResourceId</ref> instance to the empty string. This constructor will not be used in practice. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.#ctor()">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the new <ref>MStringResourceId</ref> instance to the empty string. This constructor will not be used in practice. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.#ctor(System.String,System.String,System.String)">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the new <ref>MStringResourceId</ref> instance to the empty string. This constructor will not be used in practice. </para>
      </remarks>
      <param name="pluginId">String</param>
      <param name="keyString">String</param>
      <param name="defaultValue">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.#ctor(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <summary>
        <para>The Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes the new <ref>MStringResourceId</ref> instance to the empty string. This constructor will not be used in practice. </para>
      </remarks>
      <param name="arg0">MStringResourceId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.getCPtr(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <param name="obj">MStringResourceId</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.assign(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <param name="arg0">MStringResourceId</param>
      <returns>Returns a MStringResourceId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.notEqual(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <param name="arg0">MStringResourceId</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringResourceId.equalEqual(Autodesk.Maya.OpenMaya.MStringResourceId)">
      <param name="arg0">MStringResourceId</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams">
      <summary>
        <para>Tesselation parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides control over the tesselation operation. This class is meant to be used in conjunction with the tesselate method of <ref>MFnNurbsSurface</ref>.</para>
        <para>The tesselation operation works by building an initial mesh and then refining that mesh until certain subdivision criteria are met. This class provides control over both the method of construction of the initial mesh and also the criteria for subsequent refinement. The initial tesselation is specified by the polygon output type, and the isoparm type. The secondary tesselation (or subdivision) is specified by the tesselation format.</para>
        <para>
          <b>Output types</b> The output type can be specified as either <b>kTriangles</b> or <b>kQuads</b>. If triangles are specified then all the polygons in the initial mesh will be triangles. If quads are specified then whenever possible the polygons will be quads.</para>
        <para>
          <b>Isoparm type</b> The isoparm type specifies how the initial mesh is to be built. <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Tesselation format</b> The subdivision criteria for refinement of the initial mesh is specified as one of three formats; <example>
** code example not available in .NET **
</example></para>
        <para>
          <b>Subdivision flags</b> If the tesselation format is general then you can choose which criteria you would like to use in the tesselation. For each criterion, there is an "use" flag (in other words, is this used?) together with the data for the criterion. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a tesselation parameter object.</para>
        <para>The default values for an MTesselationParam object are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>tesselation format</b> kStandardFit </para>
            </item>
            <item>
              <para>
                <b>output type</b> kTriangles </para>
            </item>
            <item>
              <para>
                <b>Standard Fit defaults</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>
                <b>U,V isoparm based parameters</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.#ctor(Autodesk.Maya.OpenMaya.MTesselationParams+TessFormat,Autodesk.Maya.OpenMaya.MTesselationParams+PolyType)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a tesselation parameter object.</para>
        <para>The default values for an MTesselationParam object are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>tesselation format</b> kStandardFit </para>
            </item>
            <item>
              <para>
                <b>output type</b> kTriangles </para>
            </item>
            <item>
              <para>
                <b>Standard Fit defaults</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>
                <b>U,V isoparm based parameters</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="format">The type of tesselation to be performed </param>
      <param name="arg1">PolyType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.#ctor(Autodesk.Maya.OpenMaya.MTesselationParams+TessFormat)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a tesselation parameter object.</para>
        <para>The default values for an MTesselationParam object are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>tesselation format</b> kStandardFit </para>
            </item>
            <item>
              <para>
                <b>output type</b> kTriangles </para>
            </item>
            <item>
              <para>
                <b>Standard Fit defaults</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>
                <b>U,V isoparm based parameters</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="format">The type of tesselation to be performed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a tesselation parameter object.</para>
        <para>The default values for an MTesselationParam object are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>tesselation format</b> kStandardFit </para>
            </item>
            <item>
              <para>
                <b>output type</b> kTriangles </para>
            </item>
            <item>
              <para>
                <b>Standard Fit defaults</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>
                <b>U,V isoparm based parameters</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.#ctor(Autodesk.Maya.OpenMaya.MTesselationParams)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a tesselation parameter object.</para>
        <para>The default values for an MTesselationParam object are as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>tesselation format</b> kStandardFit </para>
            </item>
            <item>
              <para>
                <b>output type</b> kTriangles </para>
            </item>
            <item>
              <para>
                <b>Standard Fit defaults</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
          <list type="bullet">
            <item>
              <para>
                <b>U,V isoparm based parameters</b>
                <example>
** code example not available in .NET **
</example>
              </para>
            </item>
          </list>
        </para>
      </remarks>
      <param name="arg0">MTesselationParams</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.getCPtr(Autodesk.Maya.OpenMaya.MTesselationParams)">
      <param name="obj">MTesselationParams</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setFormatType(Autodesk.Maya.OpenMaya.MTesselationParams+TessFormat)">
      <summary>
        <para>Sets the tesselation format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The tesselation format is used in the secondary tesselation stage to specify the subdivision criteria used in refining the initial mesh.</para>
        <para />
      </remarks>
      <param name="type">TessFormat</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setOutputType(Autodesk.Maya.OpenMaya.MTesselationParams+PolyType)">
      <summary>
        <para>Specifies the type of polygons in the tesselated object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The output type can be specified as either triangles or quads. If triangles are specified then all the polygons in the tesselated object will be triangles. If quads are specified then whenever possible the polygons will be quads.</para>
        <para />
      </remarks>
      <param name="type">PolyType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setTriangleCount(System.Int32)">
      <summary>
        <para>Sets the approximate number of triangles for the tesselated object when the format is <b>kTriangleCountFormat</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setStdChordHeightRatio(System.Double)">
      <summary>
        <para>Sets the chord height ratio which is used when the tesselation format is <b>kStandardFitFormat</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setStdFractionalTolerance(System.Double)">
      <summary>
        <para>Sets the fractional tolerance which is used when the tesselation format is <b>kStandardFitFormat</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The fractional tolerance is the fraction of box diagonal to be used as absolute 3-d fit tolerance. Suggested value: 0.01</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setStdMinEdgeLength(System.Double)">
      <summary>
        <para>Sets the minimum edge length which is used when the tesselation format is <b>kStandardFitFormat</b>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>min_edge_fraction Fraction of box diagonal to be used as minimum 3-d edge length. Suggested value: 0.0001</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setSubdivisionFlag(Autodesk.Maya.OpenMaya.MTesselationParams+SubdivisionType,System.Boolean)">
      <summary>
        <para>Sets the types of subdivision used when the tesselation format is general. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method allows you to set the types of subdivision to be performed after the initial mesh is created. The <b>use</b> flag specifies whether to use the given subdivision type in the secondary tesselation.</para>
        <para />
      </remarks>
      <param name="type">SubdivisionType</param>
      <param name="use">specifies whether to use subType subdivision </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setFitTolerance(System.Double)">
      <summary>
        <para>Sets the absolute fit tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseFractionalTolerance</b> has been set.</para>
        <para>NOTE: The maya renderer uses this subdivision criteria for chord height.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setChordHeightRatio(System.Double)">
      <summary>
        <para>Sets the chord height ratio. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseChordHeightRatio</b> has been set.</para>
        <para>NOTE: The maya renderer uses relative fit tolerance for the chord height ration subdivision criteria.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMinEdgeLength(System.Double)">
      <summary>
        <para>Sets the minimum edge length. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseMinEdgeLength</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMaxEdgeLength(System.Double)">
      <summary>
        <para>Sets the maximum edge length. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseMaxEdgeLength</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMaxNumberPolys(System.Int32)">
      <summary>
        <para>Sets the maximum number of polygons. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseMaxNumberPolys</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMaxSubdivisionLevel(System.Double)">
      <summary>
        <para>Sets the maximum subdivision level. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseMaxSubdivisionLevel</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMinScreenSize(System.Double,System.Double)">
      <summary>
        <para>If polygons are smaller than the specified screen size then the subdivision will not proceed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These values are used when the subdivision criteria <b>kUseMinScreenSize</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setWorldspaceToScreenTransform(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>The transformation matrix used in the minimum screen size test for subdivision. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseMinScreenSize</b> has been set.</para>
        <para />
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setMaxUVRectangleSize(System.Double,System.Double)">
      <summary>
        <para>Sets the maximum polygon size in uv-space for secondary tesselation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Polygons will be greater than the specified size.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
      <param name="arg1">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setRelativeFitTolerance(System.Double)">
      <summary>
        <para>Sets the relative fit tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when the subdivision criteria <b>kUseRelativeTolerance</b> has been set.</para>
        <para>NOTE: The maya renderer uses this subdivision criteria for chord height ratio. To match the value that the render tesselator uses, use 1.0 - value.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setEdgeSmoothFactor(System.Double)">
      <summary>
        <para>Sets the edge smoothness factor used for the Edge Smooth secondary tesselation criteria. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value should be 0 (not smooth) to 1 (very smooth).</para>
        <para>NOTE: the maya renderer uses a value of 0.95 as the edge smoothness factor.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.set3DDelta(System.Double)">
      <summary>
        <para>Sets the fraction of the box diagonal to be used as 3-d spacing for u- and v-isoparams on face/surface to make up the initial grid for the mesh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used when the tesselation format is <b>kStandardFitFormat</b>.</para>
        <para>NOTE: the maya renderer uses a default value of 0.1 for this value.</para>
        <para />
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setUIsoparmType(Autodesk.Maya.OpenMaya.MTesselationParams+IsoparmType)">
      <summary>
        <para>Sets the u-isoparm type to be used in the initial tesselation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="type">IsoparmType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setVIsoparmType(Autodesk.Maya.OpenMaya.MTesselationParams+IsoparmType)">
      <summary>
        <para>Sets the v-isoparm type to be used in the initial tesselation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="type">IsoparmType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setUNumber(System.Int32)">
      <summary>
        <para>This is the number of u isoparms used in the initial tesselation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is only used for kSurface3DEquiSpaced, kSurfaceEquiSpaced, and kSpanEquiSpaced isoparm types.</para>
        <para>Note that in the resultant tessellation, any duplicate vertices and edges (eg at periodic boundaries) will be replaced with shared common vertices and edges.</para>
        <para />
      </remarks>
      <param name="count">the number of u isoparms </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setVNumber(System.Int32)">
      <summary>
        <para>This is the number of v isoparms used in the initial tesselation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is only used for kSurface3DEquiSpaced, kSurfaceEquiSpaced, and kSpanEquiSpaced isoparm types.</para>
        <para>Note that in the resultant tessellation, any duplicate vertices and edges (eg at periodic boundaries) will be replaced with shared common vertices and edges.</para>
        <para />
      </remarks>
      <param name="count">the number of v isoparms </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setBoundingBoxDiagonal(System.Double)">
      <summary>
        <para>Sets the diagonal distance of the bounding box of the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="distance">the diagonal bounding box distance </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setUDistanceFraction(System.Double)">
      <summary>
        <para>Sets the fraction of the 3D surface bounding box diagonal for the kSurface3DDistance isoparm type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is 0.0 for other types.</para>
        <para />
      </remarks>
      <param name="value">the bounding box distance fraction to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.setVDistanceFraction(System.Double)">
      <summary>
        <para>Sets the fraction of the 3D surface bounding box diagonal for the kSurface3DDistance isoparm type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value is 0.0 for other types.</para>
        <para />
      </remarks>
      <param name="value">the bounding box distance fraction to set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.assign(Autodesk.Maya.OpenMaya.MTesselationParams)">
      <param name="rhs">MTesselationParams</param>
      <returns>Returns a MTesselationParams.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.set_fsDefaultTesselationParams(Autodesk.Maya.OpenMaya.MTesselationParams)">
      <param name="value">MTesselationParams</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.get_fsDefaultTesselationParams()">
      <returns>Returns a MTesselationParams.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTesselationParams.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTesselationParams.fsDefaultTesselationParams">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTesselationParams.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat">
      <summary>
        <para>Tesselation formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kTriangleCountFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kStandardFitFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kGeneralFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType">
      <summary>
        <para>Types of polygons to use in the result. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType.kTriangles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType.kQuads">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType">
      <summary>
        <para>Isoparm types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurface3DDistance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurface3DEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurfaceEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSpanEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType">
      <summary>
        <para>Subdivision flags. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseFractionalTolerance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseChordHeightRatio">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMinEdgeLength">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxEdgeLength">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxNumberPolys">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxSubdivisionLevel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMinScreenSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxUVRectangleSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseTriangleEdgeSwapping">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseRelativeTolerance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseEdgeSmooth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kLastFlag">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat">
      <summary>
        <para>Tesselation formats. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kTriangleCountFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kStandardFitFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.TessFormat.kGeneralFormat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType">
      <summary>
        <para>Types of polygons to use in the result. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType.kTriangles">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.PolyType.kQuads">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType">
      <summary>
        <para>Isoparm types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurface3DDistance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurface3DEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSurfaceEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.IsoparmType.kSpanEquiSpaced">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType">
      <summary>
        <para>Subdivision flags. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseFractionalTolerance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseChordHeightRatio">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMinEdgeLength">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxEdgeLength">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxNumberPolys">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxSubdivisionLevel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMinScreenSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseMaxUVRectangleSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseTriangleEdgeSwapping">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseRelativeTolerance">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kUseEdgeSmooth">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTesselationParams.SubdivisionType.kLastFlag">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.#ctor(System.String,System.String,System.String)">
      <param name="inStr1">String</param>
      <param name="inStr2">String</param>
      <param name="inStr3">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs)">
      <param name="obj">MThreeStringFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.get_str1()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.get_str2()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.get_str3()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.str1" />
    <member name="P:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.str2" />
    <member name="P:Autodesk.Maya.OpenMaya.MThreeStringFunctionArgs.str3" />
    <member name="T:Autodesk.Maya.OpenMaya.MTimeFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MTime)">
      <param name="inTime">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MTimeFunctionArgs)">
      <param name="obj">MTimeFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.get_time()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeFunctionArgs.time" />
    <member name="T:Autodesk.Maya.OpenMaya.MTimer">
      <summary>
        <para>This class works similar to timerX MEL command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MTimer</ref> class provides the functionality for calculating the time elapsed/consumed in executing a particular portion of the code. The portion of the code to be timed is embedded inbetween the calls to'<ref>beginTimer()</ref>' and '<ref>endTimer()</ref>'. A call to '<ref>elapsedTime()</ref>' gives the time spent in executing that portion of the code. The calculated time in seconds will be with 2 decimal accuracy. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.#ctor()">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.#ctor(Autodesk.Maya.OpenMaya.MTimer)">
      <summary>
        <para>Default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MTimer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.getCPtr(Autodesk.Maya.OpenMaya.MTimer)">
      <param name="obj">MTimer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.beginTimer()">
      <summary>
        <para>The call to this function starts the timer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.endTimer()">
      <summary>
        <para>The call to this function ends the timer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.elapsedTime()">
      <summary>
        <para>This function returns the time elapsed between the calls to beginTimer and endTimer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.assign(Autodesk.Maya.OpenMaya.MTimer)">
      <param name="rhs">MTimer</param>
      <returns>Returns a MTimer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.equalEqual(Autodesk.Maya.OpenMaya.MTimer)">
      <param name="rhs">MTimer</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.notEqual(Autodesk.Maya.OpenMaya.MTimer)">
      <param name="rhs">MTimer</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimer.clear()">
      <summary>
        <para>This function resets the member variables so that same <ref>MTimer</ref> object can be used to time other portions of the code. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTimerMessage">
      <summary>
        <para>Register callbacks that are based on a fixed time interval. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks that are called at fixed time intervals.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>.</para>
        <para>All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimerMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimerMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimerMessage.getCPtr(Autodesk.Maya.OpenMaya.MTimerMessage)">
      <param name="obj">MTimerMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimerMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTimerMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimerMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTimerMessage.Timer" />
    <member name="T:Autodesk.Maya.OpenMaya.MTransformationMatrix">
      <summary>
        <para>Transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An <ref>MTransformationMatrix</ref> allows the manipulation of the individual transformation components (eg scale, rotation, shear, etc) of a four by four transformation matrix.</para>
        <para>The transformation in the node is represented as a 4x4 transformation matrix. This class allows access to the whole matrix, or the individual components (eg scale, rotation, shear, etc) of the transformation. This breakdown provides animators fine control over the animation of these parameters. Therefore, it is necessary to describe the order in which these attributes are applied to build the final matrix attribute.</para>
        <para>A transformation matrix is composed of the following components:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>Scale pivot point</b> point around which scales are performed [Sp] </para>
            </item>
            <item>
              <para>
                <b>Scale</b> scaling about x, y, z axes [S] </para>
            </item>
            <item>
              <para>
                <b>Shear</b> shearing in xy, xz, yx [Sh] </para>
            </item>
            <item>
              <para>
                <b>Scale pivot translation</b> translation introduced to preserve existing scale transformations when moving pivot. This is used to prevent the object from moving when the objects pivot point is not at the origin and a non-unit scale is applied to the object [St]. </para>
            </item>
            <item>
              <para>
                <b>Rotate pivot point</b> point about which rotations are performed [Rp] </para>
            </item>
            <item>
              <para>
                <b>Rotation orientation</b> rotation to orient local rotation space [Ro] </para>
            </item>
            <item>
              <para>
                <b>Rotation</b> rotation [R] </para>
            </item>
            <item>
              <para>
                <b>Rotate pivot translation</b> translation introduced to preserve exisitng rotate transformations when moving pivot. This is used to prevent the object from moving when the objects pivot point is not at the origin and the pivot is moved. [Rt] </para>
            </item>
            <item>
              <para>
                <b>Translate</b> translation in x, y, z axes [T]</para>
            </item>
          </list>
Note that the default RotationOrder is kXYZ.</para>
        <para>The matrices are post-multiplied in Maya. For example, to transform a point P from object-space to world-space (P') you would need to post-multiply by the worldMatrix. (P' = P x WM)</para>
        <para>The transformation matrix is then constructed as follows:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>where 'x' denotes matrix multiplication and '-1' denotes matrix inversion</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="src">MTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.#ctor(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="src">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getCPtr(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="obj">MTransformationMatrix</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.assign(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="src">MTransformationMatrix</param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.assign(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="src">MMatrix</param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.asMatrix(System.Double)">
      <summary>
        <para>Returns the four by four matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix </para>
          </section>
        </para>
      </remarks>
      <param name="percent">Double</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getScale(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">storage for the scale component </param>
      <param name="space">transform space in which to get the scale</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setScale(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the scale component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">new scale component </param>
      <param name="space">transform space in which to perform the scale</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.addScale(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the scale component by scaling relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">relative value to scale by </param>
      <param name="space">transform space in which to perform the scale</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>A reference to the resulting transformation matrix </para>
          </section>
        </para>
      </remarks>
      <param name="q">the quaternion to which the rotation component of the transformation matrix should be set</param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Adds to the rotation component of the rotation matrix by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>/MSpace::kObject. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>A reference to the resulting transformation matrix</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">the quaternion that indicates how much the transformation matrix will be rotated by </param>
      <param name="space">the space in which the rotation is performed </param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>A reference to the resulting transformation matrix </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Adds to the rotation component of the rotation matrix by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>/MSpace::kObject. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>A reference to the resulting transformation matrix</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="e">MEulerRotation</param>
      <param name="space">the space in which the rotation is performed </param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getRotationQuaternion(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Get the rotation component of the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is retrieved in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">storage for the x component of the quaternion </param>
      <param name="y">storage for the y component of the quaternion </param>
      <param name="z">storage for the z component of the quaternion </param>
      <param name="w">storage for the w component of the quaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotationQuaternion(System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Set the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">x component of new quaternion </param>
      <param name="y">y component of new quaternion </param>
      <param name="z">z component of new quaternion </param>
      <param name="w">w component of new quaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.addRotationQuaternion(System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the rotation component by rotating relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Rotation is a quaternion. The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">x component of quaternion </param>
      <param name="y">y component of quaternion </param>
      <param name="z">z component of quaternion </param>
      <param name="w">w component of quaternion </param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getRotation(System.Double[],System.Int32&amp;)">
      <summary>
        <para>Get the rotation component of the transformation matrix in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is retrieved in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Double[]</param>
      <param name="order">storage for the rotation order</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Set the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> NULL double array or rotation order is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">order in which to apply rotations</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.addRotation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the rotation component by rotating relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">order in which to apply the rotation components </param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.reorderRotation(System.Int32&amp;)">
      <summary>
        <para>Reorders the x, y, and z components of the rotation of this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The overall rotation will remain the same. This operation is not unique, so spin information will be lost.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid rotation order </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="order">new order of the rotations</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setToRotationAxis(Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <summary>
        <para>Sets the rotation given an axis and a rotation about it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="axis">axis to rotate about </param>
      <param name="rotation">rotation in radians</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotationOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Sets the rotation orientation for the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation orientation is the rotation that orients the local rotation space. The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Rotation orientation </para>
          </section>
        </para>
      </remarks>
      <param name="q">Rotation quaternion.</param>
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the translation component of the translation as a vector in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Translation vector in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the translation component of the transformation matrix in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">new translation component in centimeters. </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.addTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the translation component by translating relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">relative value to translate by </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setShear(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shear values represent (xy, xz, yx).</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">new shear component </param>
      <param name="space">transform space in which to perform the shear</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getShear(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the shear component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">Shear. </param>
      <param name="space">Transform space in which to get the shear.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.addShear(System.Double[],Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the shear component by shearing relative to the existing transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space or NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="shear">relative value to shear by </param>
      <param name="space">transform space in which to perform the shear</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.scalePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot around which the scale is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Scale pivot point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the pivot around which the scale is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating transformation will be added to the scale transformation to achieve this.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">whether to balance the matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.scalePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the scale pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the translation that is used to compensate for the movement of the scale pivot.</para>
        <para>
          <section>
            <para>Scale pivot translation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used to preserve existing scale transformations when moving pivot. This method will only be useful to advanced users.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">new scale pivot translation </param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotatePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the pivot around which the rotation is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Rotation pivot point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>Set the pivot around which the rotation is applied. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If balance if true, then the overall transformation matrix will not change and a compensating transformation will be added to the rotation transformation to achieve this.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">new rotation pivot </param>
      <param name="arg1">Space</param>
      <param name="balance">whether to balance the matrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotatePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotation pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the translation that is used to compensate for the movement of the rotation pivot.</para>
        <para>
          <section>
            <para>Scale pivot translation</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="space">space in which to get the pivot translation </param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the pivot translation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This component is used to preserve existing transformations when moving pivot. This method will only be useful to advanced users.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">new rotation pivot translation </param>
      <param name="space">transform space in which to set the rotation translation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MTransformationMatrix,System.Double)">
      <summary>
        <para>Returns true if this transform matrix is equivalent to the one passed in within a certain tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if equivalent </para>
          </section>
        </para>
      </remarks>
      <param name="other">transform matrix to test against </param>
      <param name="tolerance">Double</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.isEquivalent(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <summary>
        <para>Returns true if this transform matrix is equivalent to the one passed in within a certain tolerance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if equivalent </para>
          </section>
        </para>
      </remarks>
      <param name="other">transform matrix to test against </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.equalEqual(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="other">MTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.notEqual(Autodesk.Maya.OpenMaya.MTransformationMatrix)">
      <param name="other">MTransformationMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getRotation(System.Double[],System.Int32&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the rotation component of the transformation matrix in radians. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is retrieved in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> NULL double array </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Double[]</param>
      <param name="order">storage for the rotation order</param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotation(System.Double[],Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> NULL double array or rotation order is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotation">Double[]</param>
      <param name="order">order in which to apply rotations</param>
      <param name="arg2">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.getRotationQuaternion(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the rotation component of the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is retrieved in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">storage for the x component of the quaternion </param>
      <param name="y">storage for the y component of the quaternion </param>
      <param name="z">storage for the z component of the quaternion </param>
      <param name="w">storage for the w component of the quaternion</param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.setRotationQuaternion(System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the rotation component of the transformation matrix using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x">x component of new quaternion </param>
      <param name="y">y component of new quaternion </param>
      <param name="z">z component of new quaternion </param>
      <param name="w">w component of new quaternion</param>
      <param name="arg4">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.translation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
        <para>Returns the translation component of the translation as a vector in centimeters.</para>
        <para>
          <section>
            <para>Translation vector in centimeters</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_identity()">
      <returns>Returns a MTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_asMatrixProperty()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_asMatrixInverse()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_asScaleMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_asRotateMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_rotation()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_eulerRotation()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_rotationOrder()">
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_rotationOrientation()">
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTransformationMatrix.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.identity">
      <summary>
        <para>The identity transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.asMatrixProperty" />
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.asMatrixInverse">
      <summary>
        <para>Returns the inverse of the four by four matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.asScaleMatrix">
      <summary>
        <para>Returns scale space matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale space matrix takes points from object space to the space immediately following scale and shear transformations.</para>
        <para>
          <section>
            <para>The scale space matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.asRotateMatrix">
      <summary>
        <para>Returns rotate space matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate space matrix takes points from object space to the space immediately following the scale/shear/rotation transformations.</para>
        <para>
          <section>
            <para>The rotate space matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotation">
      <summary>
        <para>Returns the rotation component of the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Quaternion that is the rotation component of the transformation matrix </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> NULL double array or rotation order is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.eulerRotation">
      <summary>
        <para>Returns the rotation component of the transformation matrix as an euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Euler rotation that is the rotation component of the transformation matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotationOrder">
      <summary>
        <para>Returns the rotation order for the transform matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is the order in which the Euler angles are applied to create the end rotation.</para>
        <para>
          <section>
            <para>Rotation order</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.rotationOrientation">
      <summary>
        <para>Returns the rotation orientation for the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation orientation is the rotation that orients the local rotation space. The rotation is returned in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Rotation orientation </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the rotation orientation for the transformation matrix. </para>
      </summary>
      <remarks>
        <para>The rotation orientation is the rotation that orients the local rotation space. The rotation is set in <ref>MSpace::kTransform</ref> space.</para>
        <para>
          <section>
            <para>Rotation orientation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTransformationMatrix.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder">
      <summary>
        <para>Order of rotation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kXYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kYZX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kZXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kXZY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kYXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kZYX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kLast">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder">
      <summary>
        <para>Valid rotaton orders. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kXYZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kYZX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kZXY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kXZY">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kYXZ">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MTransformationMatrix.RotationOrder.kZYX">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTypeId">
      <summary>
        <para>Manage Maya Object type identifiers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In Maya, both intrinsic and user-defined Maya Objects are registered and recognized by their type identifier or type id. The basis of the type id system is a tag which is used at run-time to determine how to create and destroy Maya Objects, and how they are to be input/output from/to files. These tag-based identifiers are implemented by the class <ref>MTypeId</ref>.</para>
        <para>Use the <ref>MTypeId</ref> class to create, copy and query Maya Object type identifiers.</para>
        <para>It is very important to note that these ids are written into the Maya binary file format. So, once an id is assigned to a node or data type it can <em>never</em> be changed while any existing Maya file contains an instance of that node or data type. If a change is made, such files will become unreadable.</para>
        <para>Thus, even though we provide a range of reserved ids that you can use for internal plug-ins, Autodesk highly recommends that you obtain a globally unique id range (see below) and use ids from this range for all your plug-ins, even internal ones. This can prevent significant headaches later if the plans for your plug-ins change.</para>
        <para>There are 2 forms of the constructor for this class that can be used depending on whether the plug-in id is internal or globally unique.</para>
        <para>For plug-ins that will forever be internal to your site use the constructor that takes a single unsigned int parameter. The numeric range 0 - 0x7ffff (524288 ids) has been reserved for such plug-ins.</para>
        <para>The example plug-ins provided with Maya in the plug-in development kit will use ids in the range 0x80000 - 0xfffff (524288 ids). If you customize one of these example plug-ins, you should change the id to avoid future conflicts.</para>
        <para>Plug-ins that are intended to be shared between sites will need to have a globally unique id. The Autodesk Developer Network (ADN) will provide such id's in blocks of 256. You will be assigned one or more 24-bit prefixes. Once this has been obtained, used the <ref>MTypeId</ref> constructor that takes 2 unsigned int parameters. The prefix goes in the first parameter, and you are responsible for managing the allocation of the 256 ids that go into the second parameter. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an undefined type id. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an undefined type id. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.#ctor(System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an undefined type id. </para>
      </remarks>
      <param name="id">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.#ctor(System.UInt32,System.UInt32)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an undefined type id. </para>
      </remarks>
      <param name="prefix">UInt32</param>
      <param name="id">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.#ctor(Autodesk.Maya.OpenMaya.MTypeId)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an undefined type id. </para>
      </remarks>
      <param name="src">MTypeId</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.getCPtr(Autodesk.Maya.OpenMaya.MTypeId)">
      <param name="obj">MTypeId</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.assign(Autodesk.Maya.OpenMaya.MTypeId)">
      <param name="rhs">MTypeId</param>
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.equalEqual(Autodesk.Maya.OpenMaya.MTypeId)">
      <param name="rhs">MTypeId</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.notEqual(Autodesk.Maya.OpenMaya.MTypeId)">
      <param name="rhs">MTypeId</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.get_id()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTypeId.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTypeId.id">
      <summary>
        <para>Return the 32 bit id tag contained in the <ref>MTypeId</ref> instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The 32-bit id tag contained in this <ref>MTypeId</ref> instance. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTypeId.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MURI">
      <summary>
        <para>Manipulating Uniform Resource Identifiers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MURI</ref> class implements the W3 URI standard. It can parse and and construct URIs (Uniform Resource Identifiers). It is based on URI specification RFC 3986 (Uniform Resource Identifier: Generic Syntax).</para>
        <para>
          <section>
            <para>"The generic URI syntax consists of a hierarchical sequence of components referred to as the scheme, authority, 
path, query, and fragment." -Section 3 of <a href="”http://www.ietf.org/rfc/rfc3986.txt”">Network Working Group RFC 3986</a></para>
          </section>
          <section>
            <para />
          </section>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>The scheme and path components are required, although the path may be empty (no characters). When the authority is present, the path must either be empty or begin with a slash ("/") character. When the authority is not present, the path cannot begin with two slash characters ("//").</para>
        <para>URI objects are often initialized using URI string values. An <ref>MURI</ref> object can be constructed from an <ref>MString</ref> value, or set from a string using the <ref>setURI()</ref> method.</para>
        <para>A URI can also be constructed from its individual components using methods <ref>setScheme()</ref>, <ref>setUserName()</ref>, <ref>setPassword()</ref>, <ref>setHost()</ref>, <ref>setPort()</ref>, <ref>setPath()</ref>, <ref>addQueryItem()</ref> and <ref>setFragment()</ref>.</para>
        <para>Convenience methods such as <ref>setAuthority()</ref> and <ref>setUserInfo()</ref> are also available to initialize groups of related components. Methods for configuring the query components of the URI are also provided: setQueryItems(), <ref>addQueryItem()</ref>, <ref>removeQueryItem()</ref> and <ref>setQueryDelimiters()</ref>.</para>
        <para>The string representation of the URI object is obtained by calling <ref>asString()</ref>. Individual components of the URI are accessed by calling the corresponding get methods.</para>
        <para>The <ref>MURI</ref> can be validated at any point by calling the <ref>isValid()</ref> method. In addition, a static method <ref>isValidURI()</ref> is available to determine if an <ref>MString</ref> represents a valid URI. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MURI</ref> object. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MURI</ref> object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.#ctor(System.String)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MURI</ref> object. </para>
      </remarks>
      <param name="URI">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.#ctor(Autodesk.Maya.OpenMaya.MURI)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty <ref>MURI</ref> object. </para>
      </remarks>
      <param name="other">MURI</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getCPtr(Autodesk.Maya.OpenMaya.MURI)">
      <param name="obj">MURI</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MURI.assign(Autodesk.Maya.OpenMaya.MURI)">
      <param name="rhs">MURI</param>
      <returns>Returns a MURI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.assign(System.String)">
      <param name="URI">String</param>
      <returns>Returns a MURI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.equalEqual(Autodesk.Maya.OpenMaya.MURI)">
      <param name="rhs">MURI</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.notEqual(Autodesk.Maya.OpenMaya.MURI)">
      <param name="rhs">MURI</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.copy(Autodesk.Maya.OpenMaya.MURI)">
      <summary>
        <para>Copy the contents of one URI object to another. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if the copy was successful and <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="other">The URI object to copy.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setURI(System.String)">
      <summary>
        <para>Initialize the <ref>MURI</ref> from a string value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The individual components of the URI will be set based on the contents of the string.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="URI">The URI string.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setScheme(System.String)">
      <summary>
        <para>Sets the scheme component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scheme identifies the type of the URI. It is the first element of the URI and consists of all the characters preceeding the first ':'. The scheme is expected to contain only ASCII characters. <section><para><ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para></section></para>
      </remarks>
      <param name="scheme">The scheme to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setPath(System.String)">
      <summary>
        <para>Sets the path component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The path can contain both a directory and a file name. See also <ref>setFileName()</ref> and <ref>setDirectory()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="path">The path to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setFragment(System.String)">
      <summary>
        <para>Sets the fragment component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The fragment is the last part of the URI, after the '#'.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="fragment">The fragment to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setFileName(System.String)">
      <summary>
        <para>Sets just the filename portion of the URI (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>not including the directory). See also <ref>setPath()</ref> and <ref>setDirectory()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="fileName">The file name to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setDirectory(System.String)">
      <summary>
        <para>Sets just the directory portion of the URI (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>not including the filename). See also <ref>setPath()</ref> and <ref>setFileName()</ref>.</para>
        <para>Note that the directory separator for all platforms, including Windows, is a forward slash ('/'). Backslashes ('\') are treated as normal characters by this method but should be avoided as they may be interpreted as escape characters in other contexts.</para>
        <para>If there is no directory separator at the end of the directory path, one will be added.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="directory">The file directory to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setAuthority(System.String)">
      <summary>
        <para>Set the authority portion of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Decomposes the authority string to set the authority-related component values. The user info and host are separated by a '@', and the host and port are separated by a ':'. See also <ref>setUserName()</ref>, <ref>setPassword()</ref>, <ref>setHost()</ref> and <ref>setPort()</ref>.</para>
        <para>username:<a href="mailto:password@example.com">password@example.com</a>:8042</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="authority">The authority value to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setUserInfo(System.String)">
      <summary>
        <para>Decomposes the userInfo string to fill out the userInfo-related component values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user info consists of a user name and password separated by a colon ':'. The password is optional, if not specified, no colon is used. See also <ref>setAuthority()</ref>, <ref>setUserName()</ref>, <ref>setPassword()</ref>.</para>
        <para>username:password</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="userInfo">The userInfo to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setUserName(System.String)">
      <summary>
        <para>Sets the user name part of the user info component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>setAuthority()</ref>, <ref>setUserInfo()</ref>, <ref>setPassword()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="userName">The user name to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setPassword(System.String)">
      <summary>
        <para>Sets the password part of the user info component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>setAuthority()</ref>, <ref>setUserInfo()</ref>, <ref>setUserName()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="password">The password to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setHost(System.String)">
      <summary>
        <para>Set the host component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>setAuthority()</ref>, <ref>setPort()</ref></para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="host">The host to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setPort(System.Int32)">
      <summary>
        <para>Set the port component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>setAuthority()</ref>, <ref>setHost()</ref></para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="port">The port to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.addQueryItem(System.String,System.String)">
      <summary>
        <para>Add a key/value pair to the query string of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="key">The key to set </param>
      <param name="value">The value to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.setQueryDelimiters(System.Char,System.Char)">
      <summary>
        <para>Sets the delimiter characters used in the query string of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value delimiter is used between the key and the value in each pair. The pair delimeter separates pairs in the string.</para>
        <para>The default value delimiter is '=' and the default pair delimiter is '&amp;'.</para>
        <para>See also <ref>getQueryValueDelimiter()</ref>, <ref>getQueryPairDelimiter()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="valueDelimiter">The valueDelimiter to set </param>
      <param name="pairDelimiter">The pairDelimiter to set</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.asString()">
      <summary>
        <para>Returns the string representation of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The complete URI string. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getScheme()">
      <summary>
        <para>Returns the scheme of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An empty string is returned if the scheme is undefined or the current URI is invalid.</para>
        <para>
          <section>
            <para>The scheme of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getPath()">
      <summary>
        <para>Returns the path component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The path of the URI is composed of the file directory and file name. See also <ref>getFileName()</ref> and <ref>getDirectory()</ref> to access the file directory and file name components of the path individually.</para>
        <para>
          <section>
            <para>The path of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getFragment()">
      <summary>
        <para>Returns the fragment component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the fragment is undefined, an empty string is returned.</para>
        <para>
          <section>
            <para>The fragment of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getFileName(System.Boolean)">
      <summary>
        <para>Returns just the file name portion of the URI, with or without the extension. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The file directory is not included. See also <ref>getPath()</ref> and <ref>getDirectory()</ref>.</para>
        <para>
          <section>
            <para>The file name defined in the URI. </para>
          </section>
        </para>
      </remarks>
      <param name="includeExtension">If true include the extension (e.g. "file.jpg"), otherwise do not (e.g. "file"). Its default value is true.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getFileName()">
      <summary>
        <para>Returns just the file name portion of the URI, with or without the extension. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The file directory is not included. See also <ref>getPath()</ref> and <ref>getDirectory()</ref>.</para>
        <para>
          <section>
            <para>The file name defined in the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getDirectory()">
      <summary>
        <para>Returns just the file directory portion of the URI, without the file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>getPath()</ref> and <ref>getFileName()</ref>.</para>
        <para>
          <section>
            <para>The file directory defined in the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getAuthority()">
      <summary>
        <para>Returns the authority component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the authority is undefined, an empty string is returned.</para>
        <para>
          <section>
            <para>The authority of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getUserInfo()">
      <summary>
        <para>Returns the user info component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the user info is not defined, an empty string is returned. See also <ref>getUserName()</ref>, <ref>getPassword()</ref>, <ref>getHost()</ref>, <ref>getPort()</ref>.</para>
        <para>
          <section>
            <para>The user info of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getUserName()">
      <summary>
        <para>Returns the user name component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the user name is not defined, an empty string is returned. See also <ref>getUserInfo()</ref>, <ref>getPassword()</ref>.</para>
        <para>
          <section>
            <para>The user name of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getPassword()">
      <summary>
        <para>Returns the password component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the password is not defined, an empty string is returned. See also <ref>getUserInfo()</ref>, <ref>getUserName()</ref>.</para>
        <para>
          <section>
            <para>The password of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getHost()">
      <summary>
        <para>Returns the host component of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the host is not defined, an empty string is returned. See also <ref>getUserInfo()</ref>, <ref>getPort()</ref>.</para>
        <para>
          <section>
            <para>The host of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getPort()">
      <summary>
        <para>Returns the port component of the URI, or -1 if the port is not defined. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>getUserInfo()</ref>, <ref>getHost()</ref>.</para>
        <para>
          <section>
            <para>The port of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getAllQueryItemKeys()">
      <summary>
        <para>Returns an array containing the keys from all query string pairs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Array of key string values. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getQueryItemValue(System.String)">
      <summary>
        <para>Returns the value from the first query string pair in the URI which has a given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Query string value. </para>
          </section>
        </para>
      </remarks>
      <param name="key">The key to query</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getAllQueryItemValues(System.String)">
      <summary>
        <para>Returns an array containing the values from all query string pairs which have a given key. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Array of query string values. </para>
          </section>
        </para>
      </remarks>
      <param name="key">The key to query</param>
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getQueryValueDelimiter()">
      <summary>
        <para>Returns the character used to delimit keys and values in the query string of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See also <ref>setQueryDelimiters()</ref>.</para>
        <para>
          <section>
            <para>The character used to delimit between keys and values in the query string of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Char.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.getQueryPairDelimiter()">
      <summary>
        <para>Returns the character used to delimit between key-value pairs in the query string of the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The character used to delimit between key-value pairs in the query string of the URI. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Char.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.removeQueryItem(System.String)">
      <summary>
        <para>Removes the first query string pair with a given key from the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="key">The key of the query item to remove</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.removeAllQueryItems(System.String)">
      <summary>
        <para>Removes all query string pairs having a given key from the URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <param name="key">The key of the query items to remove</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.isEmpty()">
      <summary>
        <para>Determines if the URI does not contain any data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the URI has no data, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.isValid()">
      <summary>
        <para>Determines if the URI is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the URI is valid, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.clear()">
      <summary>
        <para>Clears the contents of the <ref>MURI</ref> object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>After clearing, the URI will be empty.</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> for success, otherwise <ref>MS::kFailure</ref></para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.isValidURI(System.String)">
      <summary>
        <para>Determines if a string value represents a valid URI. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>true</b> if the URI is valid, <b>false</b> otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="URI">the URI string to validate</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MURI.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUserEventMessage">
      <summary>
        <para>User defined Message Types. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register user-defined event types, register callbacks with the user-defined event types, and to post user-defined messages.</para>
        <para>The registerUserEvent and deregisterUserEvent methods allow user event types to be created and destroyed. User events are identified by a unique string identifier.</para>
        <para>The addCallback method registers a function that will be executed whenever the specified message occurs. An id is returned and is used to remove the callback.</para>
        <para>The postUserEvent notifies all registered callbacks of the occurence of the user-defined event.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>. All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.getCPtr(Autodesk.Maya.OpenMaya.MUserEventMessage)">
      <param name="obj">MUserEventMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.deregisterUserEvent(System.String)">
      <summary>
        <para>Removes the event type with the given event name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If callbacks have been registered with this event type, they will become invalid after a successful call to this method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Event type does not exist </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="eventName">the event name</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.registerUserEvent(System.String)">
      <summary>
        <para>Adds a new event type with the given string identifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string identifier can then be used in all other <ref>MUserEventMessage</ref> methods to operate on the new event type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> No memory available </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Empty string passed for eventName </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Event type already exists </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.isUserEvent(System.String)">
      <summary>
        <para>Checks if an event type exists with the given event name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Event type exists </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Event type does not exist </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.postUserEvent(System.String)">
      <summary>
        <para>Notifies all callbacks attached to the given event type of the occurence of the event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If clientData is specified, this data will be passed to all callbacks that receive the event. If clientData is NULL (the default), the clientData registered with addUserEventCallback will be passed to the callbacks.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation succeeded </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Event type does not exist </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserEventMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUserEventMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MUserEventMessage.UserEvent" />
    <member name="T:Autodesk.Maya.OpenMaya.MWeight">
      <summary>
        <para>Component weight data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Methods for accessing component weight data. This class is currently only used to access soft select and symmetry selection weights. Other weight data (e.g. deformer weights) does not use this class and can be accessed through the corresponding <ref>MFn</ref> class or directly from the node's attributes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MWeight</ref> instance to fully weighted (i.e. as if the item has no weight associated with it). </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MWeight</ref> instance to fully weighted (i.e. as if the item has no weight associated with it). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.#ctor(Autodesk.Maya.OpenMaya.MWeight)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the <ref>MWeight</ref> instance to fully weighted (i.e. as if the item has no weight associated with it). </para>
      </remarks>
      <param name="src">MWeight</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.getCPtr(Autodesk.Maya.OpenMaya.MWeight)">
      <param name="obj">MWeight</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.assign(Autodesk.Maya.OpenMaya.MWeight)">
      <param name="other">MWeight</param>
      <returns>Returns a MWeight.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.get_influence()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.get_seam()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWeight.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MWeight.influence">
      <summary>
        <para>Current influence weight. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the influence weight. This value controls how much of a given operation is applied to the entity associated with this weight structure. A value of 1 means the full effect should be applied. A value of 0 means the operation should not affect the entity at all.</para>
        <para>
          <section>
            <para>The current influence weight </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MWeight.seam">
      <summary>
        <para>Current seam weight. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the seam weight. This value indicates how close the entity associated with this weight is to the plane of reflection (the seam), and hence, how strongly it should be associated with the seam. A value of 0 means the entity is free to move independent of the seam. A value of 1 means the entity is full on the seam, and should ideally maintain it's distance relative to the plane of symmetry. This value is only relevant when symmetry is enabled.</para>
        <para>
          <section>
            <para>The current seam weight </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MWeight.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs" />
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagMessage+MatrixModifiedFlags)">
      <param name="inTransformNode">MObject</param>
      <param name="inModified">MatrixModifiedFlags</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.getCPtr(Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs)">
      <param name="obj">MWorldMatrixModifiedFunctionArgs</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.set_transformNode(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.get_transformNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.set_modified(Autodesk.Maya.OpenMaya.MDagMessage+MatrixModifiedFlags)">
      <param name="value">MatrixModifiedFlags</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.get_modified()">
      <returns>Returns a MatrixModifiedFlags.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.transformNode" />
    <member name="P:Autodesk.Maya.OpenMaya.MWorldMatrixModifiedFunctionArgs.modified" />
    <member name="T:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNet" />
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNet.#ctor()" />
    <member name="T:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.Invoke(System.String)">
      <param name="message">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.BeginInvoke(System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.Invoke(System.String,System.String)">
      <param name="message">String</param>
      <param name="paramName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.BeginInvoke(System.String,System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="paramName">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.libOpenMayaFXNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxEmitterNode">
      <summary>
        <para>Base class for user defined particle emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxEmitterNode</ref> allows the creation and manipulation of dependency graph nodes representing particle emitters. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getCPtr(Autodesk.Maya.OpenMayaFX.MPxEmitterNode)">
      <param name="obj">MPxEmitterNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should not be overridden by the user. It will return <ref>MPxNode::kEmitterNode</ref>.</para>
        <para>
          <section>
            <para>The type of node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The undo was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method is not undoable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Recompute the given output based on the nodes inputs. The plug represents the data value that needs to be recomputed, and the data block holds the storage for all of the node's attributes.</para>
        <para>The <ref>MDataBlock</ref> will provide smart handles for reading and writing this node's attribute values. Only these values should be used when performing computations.</para>
        <para>When evaluating the dependency graph, Maya will first call the compute method for this node. If the plug that is provided to the compute indicates that that the attribute was defined by the Maya parent node, the compute method should return <ref>MS::kUnknownParameter</ref>. When this occurs, Maya will call the internal Maya node from which the user-defined node is derived to compute the plug's value.</para>
        <para>This means that a user defined node does not need to be concerned with computing inherited output attributes. However, if desired, these can be safely <em>recomputed</em> by this method to change the behaviour of the node.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.draw(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>Overriding this method allows the drawing of custom geometry using standard OpenGL calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The OpenGL state should be left in the same state that it was in previously. The OpenGL routine glPushAttrib may be used to make this easier.</para>
        <para>When this routine is called, the following conditions may be assumed: <example>
** code example not available in .NET **
</example></para>
        <para>As a convenience, this draw method will also be used by OpenGL's selection mechanism to determine whether this object gets selected by a particular mouse event. The user does not need to write a separate selection routine. <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="view">M3dView</param>
      <param name="path">MDagPath</param>
      <param name="style">DisplayStyle</param>
      <param name="arg3">DisplayStatus</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mEmitterType(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mEmitterType()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mRate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mRate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mSpeed(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mSpeed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mDirection(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mDirection()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mDirectionX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mDirectionX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mDirectionY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mDirectionY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mDirectionZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mDirectionZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerPosData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerPosData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerVelData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerVelData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerCentroid(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerCentroid()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerCentroidX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerCentroidX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerCentroidY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerCentroidY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOwnerCentroidZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOwnerCentroidZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mSweptGeometry(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mSweptGeometry()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mWorldMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mWorldMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mStartTime(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mStartTime()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mDeltaTime(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mDeltaTime()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mIsFull(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mIsFull()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mInheritFactor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mInheritFactor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mSeed(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mSeed()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mRandState(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mRandState()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mRandStateX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mRandStateX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mRandStateY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mRandStateY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mRandStateZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mRandStateZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mCurrentTime(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mCurrentTime()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mOutput(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mOutput()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mMinDistance(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mMinDistance()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.set_mMaxDistance(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_mMaxDistance()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getEmitterType(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Retrieves the type of the emitter, determined by the "emitterType" attribute value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is intended to be called from within the emitter's <ref>compute()</ref> method, in order to decide how the emitter should behave when evaluated.</para>
        <para>
          <section>
            <para>An MEmitterType value representing the type of emitter (directional, omni, surface, curve, or volume) </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a MEmitterType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getCurrentTime(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method returns the time at which the emitter is currently being evaluated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is equivalent to querying the "currentTime" attribute on the emitter.</para>
        <para>
          <section>
            <para>The time at which the emitter is being evaluated. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getStartTime(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method returns the start times for each particle system or fluid into which the emitter is emitting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each of these "targets" is identified by an index value corresponding to the order in which they are connected to the emitter. The start time value gives the time at which the given target is to start receiving particles or fluid. If the current time is less than the start time for a target, then nothing should be emitted into that target in the current evaluation. This value is taken by evaluating an element of the emitter node's "startTime" array attribute.</para>
        <para>
          <section>
            <para>The start time for the specified target, ie the time at which the emitter is to start emitting into that target. </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">identifies which emitter target's start time is to be evaluated. </param>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getDeltaTime(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method returns the width of the time interval represented by the current emitter evaluation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Usually emitter emission rates are given as rates per second, so by converting this deltaTime value to seconds, plugin emitters can determine how many particles or how much fluid to emit in the current evaluation. This value is taken from the emitter's "deltaTime" attribute value, and can vary between different emitter targets (particle systems or fluid shapes into which the emitter is emitting), due to potential differences in oversampling settings. The "plugIndex" parameter indicates which target's time delta is being evaluated.</para>
        <para>
          <section>
            <para>The time delta for the current emitter evaluation on the specified target. </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">identifies which emitter target's time delta is to be evaluated. </param>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getRandomSeed(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method returns the random seed for a specified emission target (particle system or fluid shape into which the emitter is emitting). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This seed value is set on the target itself, and should be used to ensure that any randomized emission behavior is repeatable when animations are played back repeatedly. The <ref>resetRandomState()</ref> method uses this value (see its documentation for details on how to implement repeatable randomized behaviour in emitters). This value is obtained by evaluating an element of the emitter's "seed" array attribute.</para>
        <para>
          <section>
            <para>The random seed value for the specified target. </para>
          </section>
        </para>
      </remarks>
      <param name="plugIndex">identifies which emitter target's random seed is to be evaluated. </param>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getRandomState(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method copies the emitter node attribute representing the current random state for a particular emitter target into a local variable on the emitter object, to facilitate efficient random number generation using the <ref>randgen()</ref> method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the documentation for <ref>resetRandomState()</ref> for a description of how to use this method in conjunction with the other random stream methods of this class.</para>
        <para>There is only one local random state data member, so care should be taken not to inadvertently overwrite this member by calling <ref>getRandomState()</ref> on one target before <ref>setRandomState()</ref> has been called on a previously-evaluated target.</para>
        <para />
      </remarks>
      <param name="plugIndex">identifies which emitter target's random state is to be copied to the local random state data member. </param>
      <param name="block">data block containing storage for the node's attributes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.setRandomState(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method copies the emitter node class random state data member onto the emitter node's random state attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the documentation for <ref>resetRandomState()</ref> for a description of how to use this method in conjunction with the other random stream methods of this class.</para>
        <para>There is only one local random state data member, so care should be taken not to inadvertently write the wrong random state value to the attribute by calling <ref>setRandomState()</ref> on a target before <ref>getRandomState()</ref> has been called for that target.</para>
        <para />
      </remarks>
      <param name="plugIndex">identifies which emitter target's random state is to be written from the local random state data member. </param>
      <param name="block">data block containing storage for the node's attributes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.resetRandomState(System.Int32,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method resets the emitter's random state data member. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To implement repeatable randomized emitter behavior, the following steps should be followed:</para>
        <para>
          <list type="bullet">
            <item>
              <para>When the current time is less than the start time, call <ref>resetRandomState()</ref>. This sets the emitter's random state to an initial value determined by the random seed for the given target. This initializes both the emitter's randomState attribute and a random state data member on the emitter class. </para>
            </item>
            <item>
              <para>When the emitter needs to emit either particles or fluid in a <ref>compute()</ref> call, first call the <ref>getRandomState()</ref> method. This copies the emitter's current random state from its randomState attribute into the data member on the emitter class. </para>
            </item>
            <item>
              <para>Over the course of the <ref>compute()</ref> method, when a random value is required, call <ref>randgen()</ref>. This generates a random value using the random state data member value, which is then incremented. </para>
            </item>
            <item>
              <para>When the emitter is finished emitting, call the <ref>setRandomState()</ref> method to set the random state data member's value back onto the random state attribute for the node. This way, the next evaluation of the emitter will pick up where the previous one left off in the random sequence.</para>
            </item>
          </list>
This way, the emitter gets a repeatable stream of random numbers that is independent of the order of evaluation of the various emitter targets. Persistence is achieved by storing the random state on emitter attributes between evaluations, and efficiency is achieved by using a local random state variable during evaluations.</para>
        <para />
      </remarks>
      <param name="plugIndex">identifies which emitter target's random state is to be reset. </param>
      <param name="block">data block containing storage for the node's attributes </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.randgen()">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method generates a double-precision random number in the rand [0,1]. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The emitter object's random state data member is used to generate the random number, and will be updated after the number is generated. To generate a stream of random numbers for a particular target, ensure that <ref>getRandomState()</ref> is called before calling <ref>randgen()</ref>, and that <ref>setRandomState()</ref> is called after all the random numbers have been generated. See the documentation for <ref>resetRandomState()</ref> for a description of how to use this method in conjunction with the other random stream methods of this class.</para>
        <para>
          <section>
            <para>A double-precision random number between 0 and 1. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getRate(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "rate" attribute value common to all particle and fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For particle emitters, this indicates the number of particles to be emitted per second. For fluid emitters, this value is usually used as a multiplier applied to the emission rates for various fluid grids such as density, temperature, etc.</para>
        <para>
          <section>
            <para>The emission rate for the emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getMinDistance(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "minDistance" attribute value common to all particle and fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value indicates the minimum distance from the emitter center at which fluid or particles will be emitted.</para>
        <para>
          <section>
            <para>The minimum emission distance for the emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.getMaxDistance(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "maxDistance" attribute value common to all particle and fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value indicates the maximum distance from the emitter center at which fluid or particles will be emitted.</para>
        <para>
          <section>
            <para>The maximum emission distance for the emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.volumePrimitiveBoundingBox(Autodesk.Maya.OpenMaya.MBoundingBox)">
      <summary>
        <para>For volume emitters, this method returns the object-space bounding box of the volume primitive associated with the emitter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the emitter has an associated volume primitive, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="box">receives the object space bounding box for the emission volume primitive.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.volumePrimitivePointInside(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>For volume emitters, this method determines whether a particular point in space lies within the volume defined by the emitter's volume primitive. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the point lies inside the emitter's volume primitive, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="worldPoint">worldspace coordinates of the point to be tested. </param>
      <param name="emitterWorldMatrix">object to worldspace matrix for the emitter, which can be obtained using the MPxEmitterNode::getWorldMatrix() method.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.volumePrimitiveDistanceFromAxis(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>For volume emitters, this method determines the distance from a particular point to the major axis of the volumetric primitive associated with the emitter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For fluid emitters, this distance can be used to implement simple emission dropoff behavior.</para>
        <para>
          <section>
            <para>The distance from the point to the major axis of the emitter's volume primitive. </para>
          </section>
        </para>
      </remarks>
      <param name="worldPoint">worldspace coordinates of the point to be tested. </param>
      <param name="emitterWorldMatrix">object to worldspace matrix for the emitter, which can be obtained using the MPxEmitterNode::getWorldMatrix() method.</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.hasValidEmission2dTexture(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Certain aspects of Maya's particle and fluid emitters can be textured using 2d textures. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, surface particle emitters can use a 2d texture to modulate the emission rate over the surface. For these purposes, only a subset of Maya's textures are supported, namely the default 2d textures (bulge, checker, cloth, file, fluid texture 2d, fractal, grid, mountain, movie, noise, ocean, ramp, water). No other nodes are supported. This method takes an attribute on an emitter, and determines if there is a supported texture connected to it. If the texture is supported, then the <ref>evalEmission2dTexture()</ref> method can be called to evaluate the texture at various (u,v) coordinate values.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The connected texture was successfully examined. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> There was no node connected to the specified attribute.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>true if the node connected to the specified emitter attribute is a texture that can be evaluated using the <ref>evalEmission2dTexture()</ref> method, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="texAttr">attribute to be tested for a valid texture connection. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.evalEmission2dTexture(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>If a supported 2d texture (see <ref>hasValidEmission2dTexture()</ref> method documentation) is connected to the given emitter attribute, this method can be called to evaluate that texture at a number of (u,v) texture coordinate values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The connected texture was successfully evaluated </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> There was no texture, or an unsupported texture connected to the specified attribute, so textured values could not be evaluated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="texAttr">attribute whose connected texture is to be evaluated. </param>
      <param name="uCoords">array of u coordinate values </param>
      <param name="vCoords">array of v coordinate values </param>
      <param name="resultColors">if non-NULL, receives the result of the connected texture's outColor attribute, evaluated at all the (u,v) coordinates given by the uCoords and vCoords arrays. </param>
      <param name="resultAlphas">if non-NULL, receives the outAlpha values evaluated from the texture at these same points.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_ownerShape()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_worldPosition()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_worldMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mEmitterType">
      <summary>
        <para>emitter type attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mRate">
      <summary>
        <para>rate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mSpeed">
      <summary>
        <para>speed attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mDirection">
      <summary>
        <para>direction attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mDirectionX">
      <summary>
        <para>X component of mDirection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mDirectionY">
      <summary>
        <para>Y component of mDirection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mDirectionZ">
      <summary>
        <para>Z component of mDirection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerPosData">
      <summary>
        <para>owner postion attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerVelData">
      <summary>
        <para>owner velocity attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerCentroid">
      <summary>
        <para>owner centroid attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerCentroidX">
      <summary>
        <para>X component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerCentroidY">
      <summary>
        <para>Y component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOwnerCentroidZ">
      <summary>
        <para>Z component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mSweptGeometry">
      <summary>
        <para>input swept geometry attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mWorldMatrix">
      <summary>
        <para>world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mStartTime">
      <summary>
        <para>start time attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mDeltaTime">
      <summary>
        <para>delta time attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mIsFull">
      <summary>
        <para>flag for maximum count attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mInheritFactor">
      <summary>
        <para>inherit factor attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mSeed">
      <summary>
        <para>random seed attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mRandState">
      <summary>
        <para>random state attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mRandStateX">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mRandStateY">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mRandStateZ">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mCurrentTime">
      <summary>
        <para>current time attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mOutput">
      <summary>
        <para>output particle attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mMinDistance">
      <summary>
        <para>min distance attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.mMaxDistance">
      <summary>
        <para>max distance attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.ownerShape">
      <summary>
        <para>If the emitter is a emitting from an object, this method returns the shape node for the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An <ref>MObject</ref> representing the "owner" of this emitter (ie the object being emitted from, or kNullObj if the emitter is not emitting from an object. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.worldPosition">
      <summary>
        <para>Returns the worldspace coordinates of the emitter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For curve, surface, and volume emitters, this returns the worldspace coordinates of the center of the emitter's local space. For point emitters, this value usually corresponds to the position of the emitter object itself.</para>
        <para>
          <section>
            <para>The worldspace coordinates of the center of the emitter's local space. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.worldMatrix">
      <summary>
        <para>Returns the matrix that maps from the emitter's local space coordinates to worldspace. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Emitter's object to world space transformation matrix. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType">
      <summary>
        <para>Types of emitters. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kDirectional">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kOmni">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kSurface">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType">
      <summary>
        <para>Types of emitters. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kDirectional">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kOmni">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kSurface">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kCurve">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaFX.MPxEmitterNode.MEmitterType.kVolume">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxFieldNode">
      <summary>
        <para>Base class for user defined fields. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxFieldNode</ref> allows the creation and manipulation of dependency graph nodes representing fields. This is the top level of a hierarchy of field node function sets. It permits manipulation of the attributes common to all types of fields. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.getCPtr(Autodesk.Maya.OpenMayaFX.MPxFieldNode)">
      <param name="obj">MPxFieldNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kFieldNode</ref>.</para>
        <para>
          <section>
            <para>The type of node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The undo was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method is not undoable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Recompute the given output based on the nodes inputs. The plug represents the data value that needs to be recomputed, and the data block holds the storage for all of the node's attributes.</para>
        <para>The <ref>MDataBlock</ref> will provide smart handles for reading and writing this node's attribute values. Only these values should be used when performing computations.</para>
        <para>When evaluating the dependency graph, Maya will first call the compute method for this node. If the plug that is provided to the compute indicates that that the attribute was defined by the Maya parent node, the compute method should return <ref>MS::kUnknownParameter</ref>. When this occurs, Maya will call the internal Maya node from which the user-defined node is derived to compute the plug's value.</para>
        <para>This means that a user defined node does not need to be concerned with computing inherited output attributes. However, if desired, these can be safely <em>recomputed</em> by this method to change the behaviour of the node.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.getForceAtPoint(Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MVectorArray,System.Double)">
      <summary>
        <para>This method is not required to be overridden, it is only necessary for compatibility with the <ref>MFnField</ref> function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compute the force of a field on an array of points, given their position, velocity, and mass.</para>
        <para>This method uses <ref>MVectorArray</ref> to represent the positions of a point.</para>
      </remarks>
      <param name="point">array of positions for each point. </param>
      <param name="velocity">array of velocities for each point. If the length of the velocity array is 0, a velocity of 0.0 is assumed for all the points. Note the velocity array is a requirement for the Air and Drag fields to compute forces. </param>
      <param name="mass">array of mass values for each point. If the length of the mass array is 0, a mass of 1.0 is assumed for all the points. </param>
      <param name="force">output array of forces applied to each point. If the length of the force array supplied is 0, the array is automatically resized. If the contents of the force array contains data, the computed force is added to the supplied data. This can be useful to accumulate forces of multiple fields. </param>
      <param name="deltaTime">time increment in seconds</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.iconSizeAndOrigin(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Define the size and the origin of the field's icon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya calls this method to determine the size and origin of the icon you wish your field to use. Overriding this method is optional.</para>
        <para>The arguments have the same meaning as defined in OpenGL's glBitmap method.</para>
      </remarks>
      <param name="width">the width of the icon in pixels. It needs to be a multiple of 32 on windows and a multiple of 16 on any other platform. </param>
      <param name="height">the height of the icon in pixels. It needs to be a multiple of 32 on windows and a multiple of 16 on any other platform. </param>
      <param name="xbo">the origin of the icon in x direction. </param>
      <param name="ybo">the origin of the icon in y direction.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.iconBitmap(System.Byte*)">
      <summary>
        <para>Define the bitmap for the field's icon. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya calls this method to get the bitmap for the icon you wish your field to use. Overriding this method is optional, but if you do override it then you must also override <ref>iconSizeAndOrigin()</ref>.</para>
      </remarks>
      <param name="bitmap">Bitmap for the field's icon, in the format expected by OpenGL's glBitmap() function. The storage pointed to by this parameter will have already been allocated by Maya according to the values returned by iconSizeAndOrigin().</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.draw(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>Overriding this method allows the drawing of custom geometry using standard OpenGL calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The OpenGL state should be left in the same state that it was in previously. The OpenGL routine glPushAttrib may be used to make this easier.</para>
        <para>When this routine is called, the following conditions may be assumed:</para>
        <para>
          <list type="bullet">
            <item>
              <para>the correct transform matrix will be loaded for the node, so the geometry should be drawn in local space </para>
            </item>
            <item>
              <para>the correct default color will be set for wire frame drawing given the object's state (eg active, dormant, etc.) </para>
            </item>
            <item>
              <para>the object is not invisible or hidden </para>
            </item>
            <item>
              <para>if the object has a bounding box, then the bounding box is at least partially in the frustum</para>
            </item>
          </list>
As a convenience, this draw method will also be used by OpenGL's selection mechanism to determine whether this object gets selected by a particular mouse event. The user does not need to write a separate selection routine.</para>
        <para />
      </remarks>
      <param name="view">3D view that is being drawn into </param>
      <param name="path">to this node in the DAG </param>
      <param name="style">style to draw object in </param>
      <param name="arg3">DisplayStatus</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.falloffCurve(System.Double)">
      <summary>
        <para>Returns the falloff at the given parameter value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The falloff value at the given the param.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="param">Parameter value in the range [0.0, 1.0] </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.isFalloffCurveConstantOne()">
      <summary>
        <para>Returns true if the falloffCurve is a constant one (default) or false if not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the falloff curve is a constant one, false otherwise</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mMagnitude(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mMagnitude()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mAttenuation(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mAttenuation()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mMaxDistance(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mMaxDistance()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mUseMaxDistance(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mUseMaxDistance()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mApplyPerVertex(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mApplyPerVertex()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputPositions(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputPositions()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputVelocities(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputVelocities()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputMass(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputMass()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mDeltaTime(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mDeltaTime()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputForce(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputForce()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOutputForce(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOutputForce()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerCentroidX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerCentroidX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerCentroidY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerCentroidY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerCentroidZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerCentroidZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerCentroid(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerCentroid()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerPosData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerPosData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerVelData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerVelData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mWorldMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mWorldMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mInputPPData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mInputPPData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.set_mOwnerPPData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_mOwnerPPData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFieldNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mMagnitude">
      <summary>
        <para>magnitude attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mAttenuation">
      <summary>
        <para>attenuation attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mMaxDistance">
      <summary>
        <para>maximum distance attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mUseMaxDistance">
      <summary>
        <para>flag for maximum distance attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mApplyPerVertex">
      <summary>
        <para>flag for per vertex attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputData">
      <summary>
        <para>input attribute compound, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputPositions">
      <summary>
        <para>child attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputVelocities">
      <summary>
        <para>child attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputMass">
      <summary>
        <para>child attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mDeltaTime">
      <summary>
        <para>child attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputForce">
      <summary>
        <para>forces input attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOutputForce">
      <summary>
        <para>forces output attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerCentroidX">
      <summary>
        <para>X component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerCentroidY">
      <summary>
        <para>Y component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerCentroidZ">
      <summary>
        <para>Z component of mOwnerCentroid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerCentroid">
      <summary>
        <para>owner centroid attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerPosData">
      <summary>
        <para>owner position attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerVelData">
      <summary>
        <para>owner velocity attribute, multi </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mWorldMatrix">
      <summary>
        <para>world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mInputPPData">
      <summary>
        <para>Attribute for input pp data from particleShape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.mOwnerPPData">
      <summary>
        <para>Attribute for input pp data from owner particleShape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFieldNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode">
      <summary>
        <para>Base class for user defined particle emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxFluidEmitterNode</ref> allows the creation and manipulation of dependency graph nodes representing fluid emitters. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.getCPtr(Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode)">
      <param name="obj">MPxFluidEmitterNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should not be overridden by the user. It will return <ref>MPxNode::kEmitterNode</ref>.</para>
        <para>
          <section>
            <para>The type of node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Recompute the given output based on the nodes inputs. The plug represents the data value that needs to be recomputed, and the data block holds the storage for all of the node's attributes.</para>
        <para>The <ref>MDataBlock</ref> will provide smart handles for reading and writing this node's attribute values. Only these values should be used when performing computations.</para>
        <para>When evaluating the dependency graph, Maya will first call the compute method for this node. If the plug that is provided to the compute indicates that that the attribute was defined by the Maya parent node, the compute method should return <ref>MS::kUnknownParameter</ref>. When this occurs, Maya will call the internal Maya node from which the user-defined node is derived to compute the plug's value.</para>
        <para>This means that a user defined node does not need to be concerned with computing inherited output attributes. However, if desired, these can be safely <em>recomputed</em> by this method to change the behaviour of the node.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidEmitter(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MMatrix,System.Int32)">
      <summary>
        <para>This is the main method that plug-in fluid emitter nodes must override in order to emit into fluids. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When an emitter is attached to a fluid, at every evaluation step the fluid will call this method on the emitter. The method receives a fluid object into which to emit, the index of the fluid in the array of fluid targets for this emitter, and the worldspace matrix of the fluid. The emitter should query its attributes to determine how much density, heat, color, and/or fuel to emit into the fluid, then call the <ref>MFnFluid::emitIntoArrays()</ref> method to actually add the necessary quantities to the fluid.</para>
        <para>Returning <ref>MS::kUnknownParameter</ref> from this method will cause Maya to execute the default fluid emitter's emission behavior.</para>
      </remarks>
      <param name="fluidObj">the fluid object into which the emitter is emitting. </param>
      <param name="worldMatrix">object to world transformation matrix for the fluid </param>
      <param name="plugIndex">the index of the fluid in the array of emission targets for this emitter. Pass this value to the random number stream generation routines in MPxEmitterNode.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidDensityEmission(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidDensityEmission()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidHeatEmission(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidHeatEmission()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidFuelEmission(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidFuelEmission()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mEmitFluidColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mEmitFluidColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidColorR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidColorR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidColorG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidColorG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidColorB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidColorB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidDropoff(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidDropoff()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mTurbulence(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mTurbulence()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mFluidJitter(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mFluidJitter()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.set_mEmissionFunction(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_mEmissionFunction()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidDensityEmission(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidDensityEmission" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This indicates the amount of fluid material to be emitted per second, and it is modulated by the emitter's "rate" attribute value.</para>
        <para>
          <section>
            <para>The fluid density emission rate for the fluid emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidHeatEmission(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidHeatEmission" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This indicates the amount of heat to be emitted per second, and it is modulated by the emitter's "rate" attribute value.</para>
        <para>
          <section>
            <para>The fluid heat emission rate for the fluid emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidFuelEmission(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidFuelEmission" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This indicates the amount of fuel to be emitted per second, and it is modulated by the emitter's "rate" attribute value.</para>
        <para>
          <section>
            <para>The fluid fuel emission rate for the fluid emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidEmitColor(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidEmitColor" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This indicates whether or not the emitter should emit color into the fluid.</para>
        <para>
          <section>
            <para>true if the emitter should emit color into the fluid, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidColor(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidColor" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This specifies the color to be added to the fluid.</para>
        <para>
          <section>
            <para>The color that should be emitted into the fluid. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidDropoff(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidDropoff" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This specifies the the speed with which fluid emission drops off with increasing distance from the emitter, with higher values meaning faster dropoff.</para>
        <para>
          <section>
            <para>The dropoff rate for the fluid emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.turbulence(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "turbulence" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This specifies the amount of turbulence that should be applied to the emitter's output.</para>
        <para>
          <section>
            <para>The turbulence value for the fluid emitter. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.fluidJitter(Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>Intended to be called from within the emitter's <ref>compute()</ref> method, this method retrieves the "fluidJitter" attribute value common to all fluid emitters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This specifies how the voxel grid should be sampled for emission. Without jitter, the grid is sampled only at voxel centers, but with jitter enabled, each voxel is sampled at a random location. The fluid emitter is responsible for implementing this behavior. It is recommended that the random stream methods on <ref>MPxEmitterNode</ref> be used to implement repeatable randomized behavior in this area.</para>
        <para>
          <section>
            <para>true if jitter should be applied to the emission behavior, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="block">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidDensityEmission">
      <summary>
        <para>density emission rate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidHeatEmission">
      <summary>
        <para>heat emission rate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidFuelEmission">
      <summary>
        <para>fuel emission rate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mEmitFluidColor">
      <summary>
        <para>color emission toggle attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidColor">
      <summary>
        <para>emission color attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidColorR">
      <summary>
        <para>emission red color channel attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidColorG">
      <summary>
        <para>emission green color channel attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidColorB">
      <summary>
        <para>emission blue color channel attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidDropoff">
      <summary>
        <para>emission dropoff attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mTurbulence">
      <summary>
        <para>emission turbulence attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mFluidJitter">
      <summary>
        <para>emission jitter attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.mEmissionFunction">
      <summary>
        <para>emission function attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxFluidEmitterNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode">
      <summary>
        <para>User defined per particle attribute mapping nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxParticleAttributeMapperNode</ref> is the parent class of all user defined per particle attribute mapping nodes. This class extends Maya's internal 'arrayMapper' node, inheriting its attributes and default behaviour. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxParticleAttributeMapperNode</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxParticleAttributeMapperNode</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.getCPtr(Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode)">
      <param name="obj">MPxParticleAttributeMapperNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node (<ref>MPxNode::kDependNode</ref>) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Recompute the given output based on the nodes inputs. The plug represents the data value that needs to be recomputed, and the data block holds the storage for all of the node's attributes.</para>
        <para>The <ref>MDataBlock</ref> will provide smart handles for reading and writing this node's attribute values. Only these values should be used when performing computations.</para>
        <para>When evaluating the dependency graph, Maya will first call the compute method for this node. If the plug that is provided to the compute indicates that that the attribute was defined by the Maya parent node, the compute method should return <ref>MS::kUnknownParameter</ref>. When this occurs, Maya will call the internal Maya node from which the user-defined node is derived to compute the plug's value.</para>
        <para>This means that a user defined node does not need to be concerned with computing inherited output attributes. However, if desired, these can be safely <em>recomputed</em> by this method to change the behaviour of the node.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">data block containing storage for the node's attributes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_computeNode(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_computeNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_uCoordPP(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_uCoordPP()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_vCoordPP(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_vCoordPP()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_outMinValue(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_outMinValue()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_outMaxValue(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_outMaxValue()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_computeNodeColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_computeNodeColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_computeNodeColorR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_computeNodeColorR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_computeNodeColorG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_computeNodeColorG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_computeNodeColorB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_computeNodeColorB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_time(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_time()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_outColorPP(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_outColorPP()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.set_outValuePP(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_outValuePP()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.computeNode">
      <summary>
        <para>Input node used to compute output values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.uCoordPP">
      <summary>
        <para>The U component of an array of sample positions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.vCoordPP">
      <summary>
        <para>The V component of an array of sample positions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.outMinValue">
      <summary>
        <para>The minimum limit on the output attribute outValuePP. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.outMaxValue">
      <summary>
        <para>The maximum limit on the output attribute outValuePP. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.computeNodeColor">
      <summary>
        <para>This attribute allows the propagation of any changes to the. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.computeNodeColorR">
      <summary>
        <para>The R component of the computeNodeColor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.computeNodeColorG">
      <summary>
        <para>The G component of the computeNodeColor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.computeNodeColorB">
      <summary>
        <para>The B component of the computeNodeColor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.time">
      <summary>
        <para>This attribute holds the value for time (in seconds) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.outColorPP">
      <summary>
        <para>The outputColor vector per-particle attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.outValuePP">
      <summary>
        <para>The outputValue vector per-particle attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxParticleAttributeMapperNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaFX.MPxSpringNode">
      <summary>
        <para>Base class for user defined spring law. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxSpringNode</ref> allows the creation and manipulation of dependency graph nodes representing a spring law. The class is a DAG node and Maya manages the drawing, creation, and selection of springs.</para>
        <para>A user defined spring node is a DAG node that can have attributes and a <ref>applySpringLaw()</ref> method. To derive the full benefit of the <ref>MPxSpringNode</ref> class, it is suggested that you do not write your own <ref>compute()</ref> method. Instead, write the <ref>applySpringLaw()</ref> method. All of the parameters passed into this method will be supplied by Maya.</para>
        <para>To create a user defined spring node, derive from this class and override the <ref>applySpringLaw()</ref> method. The other methods of the parent class <ref>MPxNode</ref> may also be overridden to perform dependency node capabilities. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.getCPtr(Autodesk.Maya.OpenMayaFX.MPxSpringNode)">
      <param name="obj">MPxSpringNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should not be overridden by the user. It will return <ref>MPxNode::kSpringNode</ref>.</para>
        <para>
          <section>
            <para>The type of node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The undo was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method is not undoable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.applySpringLaw(System.Double,System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="stiffness">The strength with which springs are trying to maintain their length. </param>
      <param name="damping">How strongly the motion of springs are damped by the 'physical' properties of the springs. A larger value makes the springs converge faster to their rest length. </param>
      <param name="restLength">The length at which springs try to stay. </param>
      <param name="endMass1">The mass value at one end of the spring. </param>
      <param name="endMass2">The mass value at the other end of the spring. </param>
      <param name="endP1">The position of one end of the spring. </param>
      <param name="endP2">The position of the other end of the spring. </param>
      <param name="endV1">The velocity of one end of the spring. </param>
      <param name="endV2">The velocity of the other end of the spring. </param>
      <param name="forceV1">The output force vector at one end of the spring. </param>
      <param name="forceV2">The output force vector at the other end of the spring.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.set_mEnd1Weight(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.get_mEnd1Weight()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.set_mEnd2Weight(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.get_mEnd2Weight()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.set_mDeltaTime(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.get_mDeltaTime()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaFX.MPxSpringNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxSpringNode.mEnd1Weight">
      <summary>
        <para>from end weight attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxSpringNode.mEnd2Weight">
      <summary>
        <para>to end weight attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxSpringNode.mDeltaTime">
      <summary>
        <para>delta time attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaFX.MPxSpringNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MaterialInputData">
      <summary>
        <para>Phong shading parameters for an <ref>MPxMaterialInformation</ref> instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MaterialInputData</ref> class is used to specify the phong shading parameters to be used with an <ref>MPxMaterialInformation</ref> instance. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.getCPtr(Autodesk.Maya.OpenMaya.MaterialInputData)">
      <param name="obj">MaterialInputData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_shininess(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_shininess()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_ambient(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_ambient()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_diffuse(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_diffuse()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_emission(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_emission()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_specular(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_specular()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.set_hasTransparency(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MaterialInputData.get_hasTransparency()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.shininess">
      <summary>
        <para>Shininess value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.ambient">
      <summary>
        <para>Ambient color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.diffuse">
      <summary>
        <para>Diffuse color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.emission">
      <summary>
        <para>Emission color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.specular">
      <summary>
        <para>Specular color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MaterialInputData.hasTransparency">
      <summary>
        <para>Tells whether the material has transparency or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory">
      <summary>
        <para>Base class for user-defined attribute pattern factories. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxAttributePatternFactory</ref> is the parent class of all user defined attribute pattern factories.</para>
        <para>This class can be used to implement new kinds of attribute pattern factories within Maya that behave in a similar manner to the attribute pattern factories included in Maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.getCPtr(Autodesk.Maya.OpenMaya.MPxAttributePatternFactory)">
      <param name="obj">MPxAttributePatternFactory</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.createPatternsFromString(System.String,Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <summary>
        <para>Call this to define a new attribute pattern using the pattern factory format definition passed in through the string parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No default implementation is available.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Patterns could not be created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Patterns were successfully created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patternString">The pattern definition </param>
      <param name="createdPatterns">List of attribute patterns created from the string</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.createPatternsFromFile(System.String,Autodesk.Maya.OpenMaya.MAttributePatternArray)">
      <summary>
        <para>Call this to define a new attribute pattern using the pattern factory format definition passed in through the contents of the file in the parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>No default implementation is available.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Patterns could not be created. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Patterns were successfully created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="patternFile">String</param>
      <param name="createdPatterns">List of attribute patterns created from the file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.name()">
      <summary>
        <para>Return the name of the pattern factory. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It's merely an identification for the commands operating on pattern factories and has no significance beyond that.</para>
        <para>
          <section>
            <para>Name of the plugin pattern factory </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxAttributePatternFactory.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxBakeEngine">
      <summary>
        <para>Baking functionality. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MPxBakeEngine</ref> class is a way for users to override the viewport representation of shaders. Users can provide their own baking engine to bake advanced shading properties into a texture. This texture is used by the viewport to represent the shading properties. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.getCPtr(Autodesk.Maya.OpenMaya.MPxBakeEngine)">
      <param name="obj">MPxBakeEngine</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.setNeedTransparency(System.Boolean)">
      <summary>
        <para>Set whether the bake engine needs to produce an image with transparency. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="t">whether transparency is needed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.getUVRange(Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Tells Maya the UV range the baked texture should cover. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="minUV">the minimum UV value </param>
      <param name="maxUV">the maximum UV value </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxBakeEngine.bake(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Bake the texture Maya will use to approximate shading properties. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MS::kSuccess</ref> if a valid texture was created, <ref>MS::kFailure</ref> otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="objectPath">the object the texture will be applied to </param>
      <param name="cameraPath">the camera that should be used for baking </param>
      <param name="samplePlug">the plug being sampled, ie baked </param>
      <param name="bakeResult">MImage</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCacheFormat">
      <summary>
        <para>CacheFormat definition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MPxCacheFormat</ref> class can be used to implement support for new cache file formats in Maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the format. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the format. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.getCPtr(Autodesk.Maya.OpenMaya.MPxCacheFormat)">
      <param name="obj">MPxCacheFormat</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.open(System.String,Autodesk.Maya.OpenMaya.MPxCacheFormat+FileAccessMode)">
      <summary>
        <para>Attempt to open the specified cache format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is important that this function only return success if the cache file is definitely supported by this implementation.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the cache is supported by this implementation </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">Name of the cache file to open </param>
      <param name="mode">Access mode for the cache file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.close()">
      <summary>
        <para>Close the current current cache file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.isValid()">
      <summary>
        <para>Confirm whether the current cache file is valid. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the currenct cache file is valid </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.rewind()">
      <summary>
        <para>Rewind the current cache pointer to the start of the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the pointer is rewound </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.extension()">
      <summary>
        <para>Returns the extension used by this format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is not the same as the format's key, which is used by the plugin to identify itself.</para>
        <para>
          <section>
            <para>The extension used by this format, with no leading period, e.g. "xcf" not ".xcf" </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readHeader()">
      <summary>
        <para>Read the header from the current cache file, and store any data that may be required. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> current header is valid and has been read </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeHeader(System.String,Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Write the header for the current cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the cache's header has been written successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="version">Maya supplied cache version </param>
      <param name="startTime">startTime for this cache, in ticks. There are 6000 ticks per second </param>
      <param name="endTime">endTime for this cache, in ticks. There are 6000 ticks per second</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.beginWriteChunk()">
      <summary>
        <para>Perform any actions required prior to writing a chunk's information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A chunk contains the cache information for a specific time, and may contain multiple channels. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.endWriteChunk()">
      <summary>
        <para>Perform any actions required after writing a chunk's information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.beginReadChunk()">
      <summary>
        <para>Start the read process for this chunk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Anything written by <ref>beginWriteChunk()</ref> should be read and validated by this method.</para>
        <para>A chunk contains the cache information for a specific time, and may contain multiple channels.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the cache's chunk information has been written successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.endReadChunk()">
      <summary>
        <para>End the read process for this chunk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Anything written by the endWriteChunk should be read and validated by this method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the cache's chunk information has been read successfully </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Write the current time to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the time is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time to write.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Read the current time from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the time is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Current time from the cache.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.findTime(Autodesk.Maya.OpenMaya.MTime,Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Find a specific time in the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the time is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="time">Time to look for. </param>
      <param name="foundTime">Nearest time found.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readNextTime(Autodesk.Maya.OpenMaya.MTime)">
      <summary>
        <para>Read the next time from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the time is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="foundTime">the time found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readArraySize()">
      <summary>
        <para>Read the size of an array in the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the size is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeDoubleArray(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>Write an array of doubles to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeFloatArray(Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>Write a array of floats to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeIntArray(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>Write a array of int to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeDoubleVectorArray(Autodesk.Maya.OpenMaya.MVectorArray)">
      <summary>
        <para>Write an array of double-precision vectors to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Array of values to be written.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeFloatVectorArray(Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>Write an array of single-precision vectors to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Array of values to be written.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeInt32(System.Int32)">
      <summary>
        <para>Write an integer to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the value is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readDoubleArray(Autodesk.Maya.OpenMaya.MDoubleArray,System.UInt32)">
      <summary>
        <para>Read an array of doubles from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDoubleArray</param>
      <param name="size">Number of elements expected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readFloatArray(Autodesk.Maya.OpenMaya.MFloatArray,System.UInt32)">
      <summary>
        <para>Read an array of floats from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MFloatArray</param>
      <param name="size">Number of elements expected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readIntArray(Autodesk.Maya.OpenMaya.MIntArray,System.UInt32)">
      <summary>
        <para>Read an array of ints from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIntArray</param>
      <param name="size">Number of elements expected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readDoubleVectorArray(Autodesk.Maya.OpenMaya.MVectorArray,System.UInt32)">
      <summary>
        <para>Read an array of double-precision vectors from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVectorArray</param>
      <param name="arraySize">Number of elements expected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readFloatVectorArray(Autodesk.Maya.OpenMaya.MFloatVectorArray,System.UInt32)">
      <summary>
        <para>Read an array of single-precision vectors from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the array is successfully read from the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="array">Array of values read. </param>
      <param name="arraySize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readInt32()">
      <summary>
        <para>Read an integer from the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The value read from the cache </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeChannelName(System.String)">
      <summary>
        <para>Write a channel to the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the channel is successfully written to the cache </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the channel to be written</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.findChannelName(System.String)">
      <summary>
        <para>Seek to a specific channel in the cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the channel is found </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the channel to seek</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readChannelName(System.String&amp;)">
      <summary>
        <para>Find the next channel name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if there is a channel </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name that is found</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.handlesDescription()">
      <summary>
        <para>Report whether this format handles the format description itself (usually provided by the default xml description file). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the format handles the description itself, it must provide implementations of <ref>readDescription()</ref> and <ref>writeDescription()</ref>.</para>
        <para>
          <section>
            <para>True if this format handles the description, else false. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.readDescription(Autodesk.Maya.OpenMaya.MCacheFormatDescription,System.String,System.String)">
      <summary>
        <para>Obtain the format description information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the format returns true for <ref>handlesDescription()</ref>, then it must implement this method. The implementation should in turn call <ref>MCacheFormatDescription::setDistribution()</ref>, setTimePerFrame(), addDescriptionInfo() and addChannel() as appropriate using the supplied description object.</para>
        <para>In the default implementation, the xml description file is stored at descriptionFileLocation + baseFileName + ".xml"</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the description was successfully read </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="description">the description object to be set up </param>
      <param name="descriptionFileLocation">the default location of the description file </param>
      <param name="baseFileName">the default file name (without extension) of the description file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.writeDescription(Autodesk.Maya.OpenMaya.MCacheFormatDescription,System.String,System.String)">
      <summary>
        <para>Store the format description information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the format returns true for <ref>handlesDescription()</ref>, then it must implement this method. The implementation should in turn call <ref>MCacheFormatDescription::getDistribution()</ref>, getTimePerFrame(), getStartAndEndTimes(), getDescriptionInfo(), getNumChannels() and the various getChannelXXX() methods using the supplied description object as appropriate and store this information in such a way that it can be retrieved by <ref>readDescription()</ref>.</para>
        <para>In the default implementation, the xml description file is stored at descriptionFileLocation + baseFileName + ".xml"</para>
        <para>Note that the plug-in is not required to store the description in a file using descriptionFileLocation and baseFileName. However, it must be able to retrieve the same description using just these strings to identify the source of the data.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the description was successfully read </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="description">the description object that describes the format </param>
      <param name="descriptionFileLocation">the default location of the description file </param>
      <param name="baseFileName">the default file name (without extension) of the description file</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCacheFormat.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCacheFormat.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode">
      <summary>
        <para>Cache file access modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kRead">
      <summary>
        <para>read only </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kWrite">
      <summary>
        <para>write only </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kReadWrite">
      <summary>
        <para>read and write (e.g. </para>
      </summary>
      <remarks>
        <para>append, edit, etc.) </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode">
      <summary>
        <para>Cache file access modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kRead">
      <summary>
        <para>read only </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kWrite">
      <summary>
        <para>write only </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxCacheFormat.FileAccessMode.kReadWrite">
      <summary>
        <para>read and write (e.g. </para>
      </summary>
      <remarks>
        <para>append, edit, etc.) </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxCameraSet">
      <summary>
        <para>Base class for user-defined camera set nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxCameraSet</ref> is the parent class of all user defined cameraSet nodes.</para>
        <para>This class can be used to implement new kinds of cameraSets within maya that behave in a similar manner to the cameraSet node included in maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxCameraSet</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxCameraSet</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.getCPtr(Autodesk.Maya.OpenMaya.MPxCameraSet)">
      <param name="obj">MPxCameraSet</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node (<ref>MPxNode::kCameraSetNode</ref>) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.set_cameraLayer(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_cameraLayer()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.set_camera(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_camera()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.set_sceneData(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_sceneData()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.set_active(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_active()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.set_order(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_order()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxCameraSet.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.cameraLayer">
      <summary>
        <para>Compound array attribute for storing the list of camera layers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.camera">
      <summary>
        <para>Message attribute connecting to layer's camera transform. Child of 'cameraLayer'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.sceneData">
      <summary>
        <para>Message attribute connecting to layer's objectSet. Child of 'cameraLayer'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.active">
      <summary>
        <para>Boolean attribute determining if layer will be processed. Child of 'cameraLayer'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.order">
      <summary>
        <para>Integer attribute giving the processing order of the layer. Child of 'cameraLayer'. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxCameraSet.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape">
      <summary>
        <para>Parent class of all user defined shapes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxSurfaceShape</ref> is the parent class of all user defined shapes. User defined shapes are dependency nodes (and DAG nodes) which contain overridable drawing, selection, and component methods.</para>
        <para>This class can be used to implement new kinds of shapes within Maya that can have selectable/manipulatable components and behave in a similar manner to the default shapes in maya.</para>
        <para>The UI dependent aspects of the shape should be implemented in a class derived from <ref>MPxSurfaceShapeUI</ref>. This includes the drawing and interactive selection of the shape and any components that the shape implements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxSurfaceShape</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxSurfaceShape</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.getCPtr(Autodesk.Maya.OpenMaya.MPxSurfaceShape)">
      <param name="obj">MPxSurfaceShape</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node (<ref>MPxNode::kSurfaceShape</ref>) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.isBounded()">
      <summary>
        <para>This method should be overridden to return true if the user supplies a bounding box routine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Supplying a bounding box routine makes refresh and selection more efficient.</para>
        <para>
          <section>
            <para>A boolean value indicating whether a bounding box routine has been supplied </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.boundingBox()">
      <summary>
        <para>This method should be overridden to return a bounding box for the shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is overridden, then <ref>MPxSurfaceShape::isBounded</ref> should also be overridden to return true.</para>
        <para>
          <section>
            <para>The bounding box of the shape </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.transformUsing(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Transform the given components using the specified transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape supports components that can be transformed using maya's move, scale, and rotate tools.</para>
        <para />
      </remarks>
      <param name="mat">MMatrix</param>
      <param name="componentList">a list of components to be tranformed. If the list is empty, it indicates that every point in the geometry should be transformed. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.transformUsing(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexCachingMode,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Transform the given components using the specified transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape supports components that can be transformed using maya's move, scale, and rotate tools.</para>
        <para />
      </remarks>
      <param name="mat">MMatrix</param>
      <param name="componentList">a list of components to be tranformed. If the list is empty, it indicates that every point in the geometry should be transformed. </param>
      <param name="cachingMode">MVertexCachingMode</param>
      <param name="pointCache">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.tweakUsing(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexCachingMode,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MArrayDataHandle)">
      <summary>
        <para>Transform the given components using the specified transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape supports components that can be transformed using maya's move, scale, and rotate tools. This method is called when the shape has history &amp; connected to a tweak node. The most common reason why the shape would be connected to a tweak node is if it is being deformed. When a shape is connected to a tweak node, transformations applied to the points are placed in the tweak node rather than in the shape itself.</para>
        <para />
      </remarks>
      <param name="mat">the matrix representing the transformation that is to be applied to the components </param>
      <param name="componentList">a list of components to be tranformed. If the list is empty, it indicates that every point in the geometry should be transformed. </param>
      <param name="cachingMode">whether the points should be cached in the pointCache argument, or restored from the pointCache </param>
      <param name="pointCache">used to store for undo and restore points during undo </param>
      <param name="handle">array data handle where the tweaks are stored </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.convertToTweakNodePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Check if a tweak node is connected to this node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it is, then reset the supplied plug to contain the controlPoints attribute on the tweak node.</para>
        <para>
          <section>
            <para>true if a tweak node was found, false if the plug was unchanged </para>
          </section>
        </para>
      </remarks>
      <param name="plug">plug which will be set to point to the associated tweak node plug if a tweak node is connected</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.weightedTransformUsing(Autodesk.Maya.OpenMaya.MTransformationMatrix,Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexCachingMode,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MPlane)">
      <param name="xform">MTransformationMatrix</param>
      <param name="space">MMatrix</param>
      <param name="componentList">MObjectArray</param>
      <param name="cachingMode">MVertexCachingMode</param>
      <param name="pointCache">MPointArray</param>
      <param name="freezePlane">MPlane</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.weightedTweakUsing(Autodesk.Maya.OpenMaya.MTransformationMatrix,Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexCachingMode,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MPlane,Autodesk.Maya.OpenMaya.MArrayDataHandle)">
      <param name="xform">MTransformationMatrix</param>
      <param name="space">MMatrix</param>
      <param name="componentList">MObjectArray</param>
      <param name="cachingMode">MVertexCachingMode</param>
      <param name="pointCache">MPointArray</param>
      <param name="freezePlane">MPlane</param>
      <param name="handle">MArrayDataHandle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.vertexOffsetDirection(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexOffsetMode,System.Boolean)">
      <summary>
        <para>This method should be overridden if the shape supports components that can be moved in the direction of the normal or UV's using the move vertex normal tool. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should calculate the offset direction for a vertex components. The direction vector array is an array of offsets corresponding to the elements in the component. The mode argument specifies the type of movement that is being performed.</para>
        <para>The default for this method is to return false, i.e. no support for move normal tool.</para>
        <para>
          <section>
            <para>true if the shape supports the current mode, false if the shape cannot do the requested vertex move </para>
          </section>
        </para>
      </remarks>
      <param name="component">MObject</param>
      <param name="direction">MVectorArray</param>
      <param name="mode">The type of vertex movement     \li mode = 0 -&gt; normal
    \li mode = 1 -&gt; U
    \li mode = 2 -&gt; V
    \li mode = 3 -&gt; UVN triad
</param>
      <param name="normalize">specifies whether the offset vectors should be normalized</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.newControlPointComponent()">
      <summary>
        <para>The default action of this method is to return an <ref>MFnSingleIndexedComponent</ref> (of type <ref>MFn::kMeshVertComponent</ref>) in order to support rigid skinning binds. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be overriden to support other types of components such as <ref>MFnDoubleIndexedComponent</ref> and <ref>MFnTripleIndexedComponent</ref> and should return a new component of that type. The types allowed are those listed in the create() method docs for each MFn*IndexedComponent.</para>
        <para>No argument is required.</para>
        <para>The skinning code handles the deallocation of the new component.</para>
        <para>
          <section>
            <para>The new component </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.componentToPlugs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Converts the given component into a selection list of plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to associate a shapes components into the corresponding attributes (plugs) within the shape. For example, it gets called by the translate manipulator to determine which attributes should be driven by the manipulator, and by the setKeyframe command to determine where to connect animCurves for components.</para>
        <para>This method should be overridden if the shape supports components that can be selected and moved in Maya.</para>
        <para />
      </remarks>
      <param name="component">the component to be converted </param>
      <param name="selectionList">MSelectionList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.match(Autodesk.Maya.OpenMaya.MSelectionMask,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method is used to check for matches between a selection type (or mask) and a given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If your shape has components representing attributes then this method is used to match up your components with selection masks.</para>
        <para>This is used by sets and deformers to make sure that the selected components fall into the "vertex only" category. This is useful when you want to make sure that only a particular component can be deformed.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the match was successfull </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the match failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mask">the selection mask to test against </param>
      <param name="componentList">a list of components to be tested</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.matchComponent(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MAttributeSpecArray,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>This method is used to convert the string representation of a component into a component object and to validate that the indices. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape has components.</para>
        <para>
          <section>
            <para>The component match result </para>
          </section>
        </para>
      </remarks>
      <param name="item">DAG selection item for the object being matched </param>
      <param name="spec">attribute specification object </param>
      <param name="list">list to add components to</param>
      <returns>Returns a MatchResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.createFullVertexGroup()">
      <summary>
        <para>This method is used to create a component containing every vertex/CV in the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is supposed to return non-NULL only if the dag object contains vertices/CVs (control points), so derived classes that do should override this method.</para>
        <para>Eg: use MFnSingleIndexedComponent::setCompleteData( numVertices ) to specify that a component represents all the vertices of the shape.</para>
        <para>
          <section>
            <para>A component containing all of the vertices in the shape. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.createFullRenderGroup()">
      <summary>
        <para>This method is used to create a component containing every renderable element in the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is supposed to return non-NULL only if the dag object contains renderable components. Type of the return component should is the same as the one returned by <ref>MPxSurfaceShape::renderGroupComponentType()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MPxSurfaceShape::renderGroupComponentType()</ref>
            </para>
          </section>
Eg: use MFnSingleIndexedComponent::setCompleteData( numFaces ) to specify that a component represents all the faces of the shape.</para>
        <para>
          <section>
            <para>A component containing all of renderable elements in the shape. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.renderGroupComponentType()">
      <summary>
        <para>This method is used to return the type of renderable components for this shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should return a type among <ref>MFn::kMeshPolygonComponent</ref>, <ref>MFn::kSubdivFaceComponent</ref> and <ref>MFn::kSurfaceFaceComponent</ref>, which is used in the creation of per-face/patch shader assignment.</para>
        <para>
          <section>
            <para>
              <ref>MFnSet::addMember(const MDagPath &amp;, const MObject &amp;)</ref>
            </para>
          </section>
          <section>
            <para>the type of renderable components for this shape. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.deleteComponents(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method should be overridden if the shape is to support deletion of components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A list of components to be deleted will be passed in as well as an array of doubles where information about each deleted component can be stored for undo purposes. A typical use for this array is to store knot values or weights for control points that are deleted.</para>
        <para>
          <section>
            <para>true if this method was successful, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="componentList">List of components to be deleted </param>
      <param name="undoInfo">Values used for undo purposes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.undeleteComponents(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method should be overridden if the shape is to support undeletion of components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A list of components to be deleted will be passed in as well as an array of doubles where information about each deleted component is stored for undo purposes. A typical use for this array is to store knot values or weights for control points that are deleted.</para>
        <para>
          <section>
            <para>true if this method was successful, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="componentList">List of components that were deleted </param>
      <param name="undoInfo">Values used for undo purposes</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.localShapeInAttr()">
      <summary>
        <para>Returns the attribute containing the shape's input geometry in local space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attribute must be writable and of a geometry data type (e.g. <ref>MFn::kGeometryData</ref>, <ref>MFn::kPluginGeometryData</ref>, etc).</para>
        <para>This method will be called by Maya to determine if the shape has construction history and must be overridden if the shape is to support deformers.</para>
        <para>
          <section>
            <para>The input attribute </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.localShapeOutAttr()">
      <summary>
        <para>Returns the attribute containing the shape's output geometry in local space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attribute must be readable and of a geometry data type (e.g. <ref>MFn::kGeometryData</ref>, <ref>MFn::kPluginGeometryData</ref>, etc).</para>
        <para>This method must be overridden if the shape is to support deformers.</para>
        <para>
          <section>
            <para>The output attribute </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.worldShapeOutAttr()">
      <summary>
        <para>Returns the attribute containing the shape's output geometry in world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attribute must be readable and of a geometry data type (e.g. <ref>MFn::kGeometryData</ref>, <ref>MFn::kPluginGeometryData</ref>, etc).</para>
        <para>This method must be overridden if the shape is to support deformers.</para>
        <para>
          <section>
            <para>The world space output attribute </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.cachedShapeAttr()">
      <summary>
        <para>Returns the attribute containing the shape's cached geometry, if it has one. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The attribute must be readable, writable and of a geometry data type (e.g. <ref>MFn::kGeometryData</ref>, <ref>MFn::kPluginGeometryData</ref>, etc).</para>
        <para>
          <section>
            <para>The attribute that stores the cached shape </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.geometryData()">
      <summary>
        <para>Returns the geometry data of the shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The geometry data must be derived from the <ref>MPxGeometryData</ref> class.</para>
        <para>The data is used by Maya to add, edit and query component grouping (set) information for the shape. This set information is stored and managed by Maya's shape base class, geometryShape.</para>
        <para>
          <section>
            <para>The geometry data of the shape </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.closestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <summary>
        <para>This method is used by Maya in functions (such as select) that require closest point information from your surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="toThisPoint">the point to test against </param>
      <param name="theClosestPoint">the closest point on your surface </param>
      <param name="tolerance">tolerance to use in your calculations </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.pointAtParm(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method is used by Maya in functions (such as select) that require point at parameter values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This only makes sense for parametric surfaces such as NURBS.</para>
        <para>
          <section>
            <para>true if a point was found, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="atThisParm">the parameter to check </param>
      <param name="evaluatedPoint">the surface point</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.geometryIteratorSetup(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>This method should be overridden by the user to return a geometry iterator compatible with the user's geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A geometry iterator is used for iterating over the components of a shape, such as the vertices of a mesh, in a generic manner.</para>
        <para>The components to be iterated over are passed to this function in on of two ways, as a list of components, or as a single component. Only one of these arguments is used at any particular time.</para>
        <para>
          <section>
            <para>The component match result </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObjectArray</param>
      <param name="arg1">MObject</param>
      <param name="forReadOnly">specifies whether the iterator is for read-only</param>
      <returns>Returns a MPxGeometryIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.geometryIteratorSetup(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method should be overridden by the user to return a geometry iterator compatible with the user's geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A geometry iterator is used for iterating over the components of a shape, such as the vertices of a mesh, in a generic manner.</para>
        <para>The components to be iterated over are passed to this function in on of two ways, as a list of components, or as a single component. Only one of these arguments is used at any particular time.</para>
        <para>
          <section>
            <para>The component match result </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObjectArray</param>
      <param name="arg1">MObject</param>
      <returns>Returns a MPxGeometryIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.acceptsGeometryIterator(System.Boolean)">
      <summary>
        <para>If the shape can supply a component iterator then then this method should be overridden to return true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to return false.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape can supply an iterator </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape cannot supply an iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="writeable">is this component type writable by an iterator</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.acceptsGeometryIterator()">
      <summary>
        <para>If the shape can supply a component iterator then then this method should be overridden to return true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to return false.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape can supply an iterator </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape cannot supply an iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.acceptsGeometryIterator(Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>If the shape can supply a component iterator then then this method should be overridden to return true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to return false.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape can supply an iterator </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape cannot supply an iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="writeable">is this component type writable by an iterator</param>
      <param name="forReadOnly">Boolean</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.acceptsGeometryIterator(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>If the shape can supply a component iterator then then this method should be overridden to return true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to return false.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape can supply an iterator </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape cannot supply an iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <param name="writeable">is this component type writable by an iterator</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.acceptsGeometryIterator(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>If the shape can supply a component iterator then then this method should be overridden to return true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default is to return false.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape can supply an iterator </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape cannot supply an iterator </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.excludeAsPluginShape()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.childChanged(Autodesk.Maya.OpenMaya.MPxSurfaceShape+MChildChanged)">
      <summary>
        <para>This method can be used to trigger the shape to recalculate its bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MChildChanged</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.childChanged()">
      <summary>
        <para>This method can be used to trigger the shape to recalculate its bounding box. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.getWorldMatrix(Autodesk.Maya.OpenMaya.MDataBlock,System.UInt32)">
      <summary>
        <para>Returns <ref>MMatrix</ref> which takes a point from local object space to world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MDataBlock</param>
      <param name="arg1">UInt32</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_mHasHistoryOnCreate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_mHasHistoryOnCreate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_mControlPoints(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_mControlPoints()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_mControlValueX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_mControlValueX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_mControlValueY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_mControlValueY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_mControlValueZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_mControlValueZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBox(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBox()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMin(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMin()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMinX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMinX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMinY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMinY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMinZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMinZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMax(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMax()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMaxX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMaxX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMaxY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMaxY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxMaxZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxMaxZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxSize(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxSize()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxSizeX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxSizeX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxSizeY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxSizeY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_nodeBoundingBoxSizeZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_nodeBoundingBoxSizeZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_center(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_center()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_boundingBoxCenterX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_boundingBoxCenterX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_boundingBoxCenterY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_boundingBoxCenterY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_boundingBoxCenterZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_boundingBoxCenterZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_matrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_matrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_inverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_inverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_worldMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_worldMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_worldInverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_worldInverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_parentMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_parentMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_parentInverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_parentInverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_visibility(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_visibility()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_intermediateObject(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_intermediateObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_isTemplated(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_isTemplated()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_instObjGroups(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_instObjGroups()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_objectGroups(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_objectGroups()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_objectGrpCompList(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_objectGrpCompList()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_objectGroupId(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_objectGroupId()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_objectGroupColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_objectGroupColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_useObjectColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_useObjectColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_objectColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_objectColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_activeComponents()">
      <returns>Returns a MObjectArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_hasActiveComponents()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.set_isRenderable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_isRenderable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxSurfaceShape.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.mHasHistoryOnCreate">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.mControlPoints">
      <summary>
        <para>Control points for the derived shapes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.mControlValueX">
      <summary>
        <para>X value of a control point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.mControlValueY">
      <summary>
        <para>Y value of a control point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.mControlValueZ">
      <summary>
        <para>Z value of a control point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBox">
      <summary>
        <para>bounding box attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMin">
      <summary>
        <para>bounding box minimum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMinX">
      <summary>
        <para>X component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMinY">
      <summary>
        <para>Y component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMinZ">
      <summary>
        <para>Z component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMax">
      <summary>
        <para>bounding box maximum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMaxX">
      <summary>
        <para>X component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMaxY">
      <summary>
        <para>Y component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxMaxZ">
      <summary>
        <para>Z component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxSize">
      <summary>
        <para>bounding box size vector </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxSizeX">
      <summary>
        <para>X component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxSizeY">
      <summary>
        <para>Y component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.nodeBoundingBoxSizeZ">
      <summary>
        <para>Z component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.center">
      <summary>
        <para>object center attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.boundingBoxCenterX">
      <summary>
        <para>X component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.boundingBoxCenterY">
      <summary>
        <para>Y component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.boundingBoxCenterZ">
      <summary>
        <para>Z component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.matrix">
      <summary>
        <para>matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.inverseMatrix">
      <summary>
        <para>inverse matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.worldMatrix">
      <summary>
        <para>world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.worldInverseMatrix">
      <summary>
        <para>inverse world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.parentMatrix">
      <summary>
        <para>parent matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.parentInverseMatrix">
      <summary>
        <para>inverse parent matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.visibility">
      <summary>
        <para>visibility attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.intermediateObject">
      <summary>
        <para>intermediate object attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.isTemplated">
      <summary>
        <para>template attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.instObjGroups">
      <summary>
        <para>instances object group info attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.objectGroups">
      <summary>
        <para>object groups attributes </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.objectGrpCompList">
      <summary>
        <para>component in object groups attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.objectGroupId">
      <summary>
        <para>group id attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.objectGroupColor">
      <summary>
        <para>group id attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.useObjectColor">
      <summary>
        <para>controls choice of wireframe dormant object color </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.objectColor">
      <summary>
        <para>the per object dormant wireframe color </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.activeComponents">
      <summary>
        <para>Returns a list of active (selected) components for the shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>An array of active components </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.hasActiveComponents">
      <summary>
        <para>This method is used to determine whether or not the shape has active (selected) components. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> there are active components </para>
                </item>
                <item>
                  <para>
                    <b>false</b> there are no active components </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.isRenderable">
      <summary>
        <para>Returns true if the shape is a renderable shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Making a shape renderable allows the shape to have shading group assignments.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the shape is renderable </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the shape is not renderable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxSurfaceShape.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode">
      <summary>
        <para>Vertex caching modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kNoPointCaching">
      <summary>
        <para>No point caching. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kSavePoints">
      <summary>
        <para>Points should be saved for undo in the point cache. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kRestorePoints">
      <summary>
        <para>Points should be restored from the point cache. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kUpdatePoints">
      <summary>
        <para>Update the points. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode">
      <summary>
        <para>Vertex offset modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kNormal">
      <summary>
        <para>Move in normal direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kUTangent">
      <summary>
        <para>Move in u tangent direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kVTangent">
      <summary>
        <para>Move in v tangent direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kUVNTriad">
      <summary>
        <para>Calculate u, v, and normal offsets. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult">
      <summary>
        <para>Return values for the <ref>matchComponent()</ref> method. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchOk">
      <summary>
        <para>The component was matched without error. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchNone">
      <summary>
        <para>No component was matched. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchTooMany">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidName">
      <summary>
        <para>One of the names in the attribute specification was not valid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttribute">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeIndex">
      <summary>
        <para>The attribute specification contained an index for a non-array attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeRange">
      <summary>
        <para>An attribute index was out of range. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeDim">
      <summary>
        <para>The attribute specification provided the wrong number of dimensions for an attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged">
      <summary>
        <para>Scope of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged.kObjectChanged">
      <summary>
        <para>Object geometry changed. Internal caches need to be updated. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged.kBoundingBoxChanged">
      <summary>
        <para>Object geometry is unchanged but its bounding box has changed. </para>
      </summary>
      <remarks>
        <para>This might happen if the object was moved or an offset changed. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode">
      <summary>
        <para>Vertex caching modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kNoPointCaching">
      <summary>
        <para>No point caching. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kSavePoints">
      <summary>
        <para>Points should be saved for undo in the point cache. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kRestorePoints">
      <summary>
        <para>Points should be restored from the point cache. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexCachingMode.kUpdatePoints">
      <summary>
        <para>Update the points. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode">
      <summary>
        <para>Vertex offset modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kNormal">
      <summary>
        <para>Move in normal direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kUTangent">
      <summary>
        <para>Move in u tangent direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kVTangent">
      <summary>
        <para>Move in v tangent direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MVertexOffsetMode.kUVNTriad">
      <summary>
        <para>Calculate u, v, and normal offsets. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult">
      <summary>
        <para>Return values for the <ref>matchComponent()</ref> method. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchOk">
      <summary>
        <para>The component was matched without error. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchNone">
      <summary>
        <para>No component was matched. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchTooMany">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidName">
      <summary>
        <para>One of the names in the attribute specification was not valid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttribute">
      <summary>
        <para>Not used. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeIndex">
      <summary>
        <para>The attribute specification contained an index for a non-array attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeRange">
      <summary>
        <para>An attribute index was out of range. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MatchResult.kMatchInvalidAttributeDim">
      <summary>
        <para>The attribute specification provided the wrong number of dimensions for an attribute. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged">
      <summary>
        <para>Scope of change. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged.kObjectChanged">
      <summary>
        <para>Object geometry changed. Internal caches need to be updated. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxSurfaceShape.MChildChanged.kBoundingBoxChanged">
      <summary>
        <para>Object geometry is unchanged but its bounding box has changed. </para>
      </summary>
      <remarks>
        <para>This might happen if the object was moved or an offset changed. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxComponentShape">
      <summary>
        <para>Component helper class for surface shapes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxComponentShape</ref> allows the implementation of new user defined shapes using components. User defined shapes are dependency nodes (and DAG nodes) which contain overridable drawing, selection, and component methods. This class provides enhanced functionality for working with components. As a result, it is a better starting point than <ref>MPxSurfaceShape</ref> for writing surface shape components.</para>
        <para>This class provides methods to manipulate and select the components that make up the shape.</para>
        <para>The UI dependent aspects of the shape should be implemented in a class derived from <ref>MPxSurfaceShapeUI</ref>. This includes the drawing and interactive selection of the shape. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.getCPtr(Autodesk.Maya.OpenMaya.MPxComponentShape)">
      <param name="obj">MPxComponentShape</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.transformUsing(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Transform the given components using the specified transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape supports components that can be transformed using maya's move, scale, and rotate tools.</para>
        <para />
      </remarks>
      <param name="matrix">the matrix representing the transformation that is to be applied to the components </param>
      <param name="componentList">a list of components to be tranformed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.transformUsing(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MPxSurfaceShape+MVertexCachingMode,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Transform the given components using the specified transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden if the shape supports components that can be transformed using maya's move, scale, and rotate tools.</para>
        <para />
      </remarks>
      <param name="mat">MMatrix</param>
      <param name="componentList">a list of components to be tranformed </param>
      <param name="cachingMode">MVertexCachingMode</param>
      <param name="pointCache">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.componentToPlugs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Converts the given component into a selection list of plugs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to associate a shapes components into the corresponding attributes (plugs) within the shape.</para>
        <para />
      </remarks>
      <param name="component">the component to be converted </param>
      <param name="list">a selection list where the plug should be added </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.match(Autodesk.Maya.OpenMaya.MSelectionMask,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method is used to check for matches between a selection type (or mask) and a given component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to match up your components with selection masks.</para>
        <para>This is used by sets and deformers to make sure that the selected components fall into the "vertex only" category. This is useful when you want to make sure that only a particular component can be deformed.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the match was successfull </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the match failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mask">the selection mask to test against </param>
      <param name="componentList">a list of components to be tested</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.createFullVertexGroup()">
      <summary>
        <para>This method is used to create a component containing every vertex/CV in the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is supposed to return non-NULL only if the dag object contains vertices/CVs (control points), so derived classes that do should override this method.</para>
        <para>Eg: use MFnSingleIndexedComponent::setCompleteData( numVertices ) to specify that a component represents all the vertices of the shape.</para>
        <para>
          <section>
            <para>A component containing all of the vertices in the shape. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.localShapeInAttr()">
      <summary>
        <para>Returns the input attribute of the shape, which are the control points. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The input attribute </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.set_controlPoints(Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="value">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxComponentShape.get_controlPoints()">
      <returns>Returns a MVectorArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxComponentShape.controlPoints">
      <summary>
        <para>Extract the control points from the data block and store them locally. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The contol points </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Push the given control points into the node's data block. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxData">
      <summary>
        <para>Base Class for User-defined Dependency Graph Data Types. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In Maya, both intrinsic and user-defined Maya Objects are registered and recognized by their type identifier (<ref>MTypeId</ref>). Data which flows in the Dependency Graph (DG) is implemented as Maya objects, therefore, the type characteristics of DG Data are specified by the type id (<ref>MTypeId</ref>). The type id is used to at run-time to determine how to create and destroy Maya Objects, and how they are to be input/output from/to files.</para>
        <para>User-defined Data has two parts. One part is an internal Maya Data object of neutral type which is common to all user-defined types. This common Data object implements the interface and behaviour characteristics required for user-defined Data to act as Data within Maya. The second part is unique to each user-defined type and implements the type-specific behaviour.</para>
        <para>The Proxy Data (<ref>MPxData</ref>) class is the base class for user-defined Data types. All user-defined Data that is to be passed between Nodes in the DG must be derived from <ref>MPxData</ref>. <ref>MPxData</ref> transparently incorporates the common behaviour and defines the common interface required for DG Data. When initialized with a unique type id, Data objects of classes derived from <ref>MPxData</ref> are recognized by Maya the same as built-in DG Data types, but are be able to implement user-specified behaviour.</para>
        <para>The <ref>MPxData</ref> class defines the interface for methods to read, write and assign Data objects of the the user-defined type. User-defined types must override these methods to provide type-specific behaviour.</para>
        <para>
          <ref>MPxData</ref> also provides common methods for querying the type id and type name of the Data object.</para>
        <para>All user-defined DG Data types require an associated static creator function that returns a void pointer to a new instance of the data class. This function is usually a static function within the user defined data type class.</para>
        <para>The registration of the new data type is performed by the <ref>MFnPlugin::registerData()</ref> which is invoked in the initializePlugin() function during Plug-in loading. One of the most important thing that the registration does is it associates the type id with the data.</para>
        <para>Once a user-defined Data type based on <ref>MPxData</ref> has been defined and registered, use the Typed Attribute Function Set (<ref>MFnTypedAttribute</ref>) to create an Attribute of the user-defined type. The Attribute may also be an multi-Attribute (array). Use the DG Node Function Set (<ref>MFnDependencyNode</ref>) to add the Attribute to a user- defined Node. This is usually done in the initialize() method of the Node creator.</para>
        <para>Data of a user-defined type on a Node is accessed in the same way as intrinsic Data types. The Data is actually held in an Data Block (<ref>MDataBlock</ref>). Use a Data Handle (<ref>MDataHandle</ref>) or Array Data Handle (<ref>MArrayDataHandle</ref>) to access the Data within a Data Block. Use a Data Block to obtain a Data Handle or Array Data Handle for either an Attribute or the associated Plug on the Attribute. The Data Handle or Array data handle can then be queried for the underlying Data object. The underlying Data object is a generic Maya Object (<ref>MObject</ref>) with a type id of the user-defined type.</para>
        <para>Use the Plug-in Data Function Set (<ref>MFnPluginData</ref>) to obtain an <ref>MPxData</ref> pointer which can be safely cast to a pointer of the user-defined type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Invoked by the constructor of the user-defined type to initialize the common Data object component of the instance of the user-defined type. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Invoked by the constructor of the user-defined type to initialize the common Data object component of the instance of the user-defined type. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.getCPtr(Autodesk.Maya.OpenMaya.MPxData)">
      <param name="obj">MPxData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.readASCII(Autodesk.Maya.OpenMaya.MArgList,System.UInt32&amp;)">
      <summary>
        <para>Creates Data in Data Block as specified by input from ASCII file record. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure - Could not parse arguments, could not create Data or base class method not overridden. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="argList">List of arguments read from ASCII record </param>
      <param name="endOfTheLastParsedElement">On invocation points to last argument already parsed. On return points to last argument parsed by this method.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.readBinary(Autodesk.Maya.OpenMaya.MIStream,System.UInt32)">
      <summary>
        <para>Creates Data in Data Block as specified by binary data from the given stream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure - Could not parse arguments, could not create Data or base class method not overridden. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MIStream</param>
      <param name="length">Length in bytes of binary data to be read.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.writeASCII(Autodesk.Maya.OpenMaya.MOStream)">
      <summary>
        <para>Encodes Data in accordance with the ASCII file format and outputs it to the given stream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure - Could output Data or base class method not overridden. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MOStream</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.writeBinary(Autodesk.Maya.OpenMaya.MOStream)">
      <summary>
        <para>Encodes Data in accordance with the binary file format and outputs it to the given stream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failure - Could output Data or base class method not overridden. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MOStream</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.copy(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>This method initializes an instance of an <ref>MPxData</ref> derived class from another existing instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be thought of as the <em>second half</em> of a copy constructor for the class. The default constructor has already been called for the instance, and this method is used to set the private data by copying the values from an existing instance. This is a pure virtual method, and must be overridden in derived classes.</para>
        <para />
      </remarks>
      <param name="src">The object from which to copy the private data </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.typeId()">
      <summary>
        <para>Determines the type id of the Data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a pure virtual method, and must be overridden in derived classes.</para>
        <para>
          <section>
            <para>Type id of the Data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxData.name()">
      <summary>
        <para>Determines the type name of the Data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a pure virtual method, and must be overridden in derived classes.</para>
        <para>
          <section>
            <para>Type name of the Data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxData.DataType">
      <summary>
        <para>Specifies the data type of the storage array. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxFileTranslator">
      <summary>
        <para>Base Class for creating Maya File Translators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides the connection to Maya by which user written file translators can be added as plug-ins.</para>
        <para>This class provides a base class from which one derives in order to implement Maya "File Translator Plug-Ins." A file translator plug-in allows Maya to read or write 3rd party file formats.</para>
        <para>The identifyFile method is called whenever Maya's file save or restore dialogs are run, and identifyFile uses the filename and first few bytes of the file to determine whether it is of a type supported by the translator. If it is, then Maya will display the file with the "name" and "icon" specified as arguments to <ref>MFnPlugin::registerFileTranslator</ref>.</para>
        <para>If an attempt is made to read the file, the "reader" method in the derived class is called, if an attempt is made to write the file, the "writer" method is called. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.#ctor()">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.getCPtr(Autodesk.Maya.OpenMaya.MPxFileTranslator)">
      <param name="obj">MPxFileTranslator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.reader(Autodesk.Maya.OpenMaya.MFileObject,System.String,Autodesk.Maya.OpenMaya.MPxFileTranslator+FileAccessMode)">
      <summary>
        <para>This routine is called by Maya when it is necessary to load a file of a type supported by this translator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This virtual method must be overloaded in derived classes, as the default version defined in <ref>MPxFileTranslator</ref> simply fails unconditionally. The only parameter is an <ref>MFileObject</ref> that contains the pathname of the file to be loaded. This routine is responsible for reading the contents of the given file, and creating Maya objects via API or MEL calls to reflect the data in the file.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> if the read succeeds, and a failure code if it does not </para>
          </section>
        </para>
      </remarks>
      <param name="file">the name of the file to read </param>
      <param name="optionsString">a string representation of any file options </param>
      <param name="mode">the method used to read the file - open or import</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.writer(Autodesk.Maya.OpenMaya.MFileObject,System.String,Autodesk.Maya.OpenMaya.MPxFileTranslator+FileAccessMode)">
      <summary>
        <para>This routine is called by Maya when it is necessary to save a file of a type supported by this translator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This virtual method must be overloaded in derived classes, as the default version defined in <ref>MPxFileTranslator</ref> simply fails unconditionally. The only parameter is an <ref>MFileObject</ref> that contains the pathname of the file to be written to. This routine is responsible for traversing all objects in the current Maya scene, and writing a representation to the given file in the supported format.</para>
        <para>It is not essential that all information in the current Maya scene be written out, although if it is not, the scene will not be recreated when this file is read via the "reader" method.</para>
        <para>
          <section>
            <para>
              <b>
                <ref>MS::kSuccess</ref>
              </b> if the write succeeds, and a failure code if it does not </para>
          </section>
        </para>
      </remarks>
      <param name="file">the name of the file to write </param>
      <param name="optionsString">a string representation of any file options </param>
      <param name="mode">the method used to write the file - save, export, or export active.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.haveReadMethod()">
      <summary>
        <para>This routine is called by Maya while it is executing in the <ref>MPxFileTranslator</ref> constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya uses this entry point to query the translator and determine if it provides a reader method.</para>
        <para>This virtual method must be overloaded in derived classes if a reader method exists, as the default version defined in <ref>MPxFileTranslator</ref> unconditionally returns false.</para>
        <para>
          <section>
            <para>true if the class has a read method and false otherwise otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.haveWriteMethod()">
      <summary>
        <para>This routine is called by Maya while it is executing in the <ref>MPxFileTranslator</ref> constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya uses this entry point to query the translator and determine if it provides a write method.</para>
        <para>This virtual method must be overloaded in derived classes if a writer method exists, as the default version defined in <ref>MPxFileTranslator</ref> unconditionally returns false.</para>
        <para>
          <section>
            <para>true if the class has a write method and false otherwise </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.haveNamespaceSupport()">
      <summary>
        <para>When a file is imported or referenced into an existing scene, there is the possibility that nodes in the incoming file will have the same names as nodes already in the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Although DAG nodes may legally have the same name so long as their DAG paths are different, in all other cases node names must be unique.</para>
        <para>Maya has a number of different algorithms which the user may select to resolve name clashes. (See the <em>file</em> command for more details.) Some of these algorithms involve creating a separate namespace for the incoming file and placing some or all of its nodes within that namespace.</para>
        <para>As some translators may have difficulty dealing with namespaces, Maya will first call the translator's <em><ref>haveNamespaceSupport()</ref></em> method to see if it can handle them.</para>
        <para>If the user requests that namespaces be used to resolve clashes and the translator does not support namespaces, then Maya will simply place all incoming nodes into the current namespace and it will be up to the translator to ensure that no clashes occur, otherwise there will be errors during the import/reference.</para>
        <para>If a translator can deal with having Maya placing some or all of a file's nodes into a separate namespace, then its derived class should override this virtual method to return <em>true</em>.</para>
        <para>By default the method returns <em>false</em>.</para>
        <para>
          <section>
            <para>true if the class can deal with namespaces and false otherwise </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.haveReferenceMethod()">
      <summary>
        <para>This method is called by Maya to see if the translator implements its own custom file referencing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this function returns true, every time a file of this translator's type is referenced and its parent is being saved or exported the write method of this translator will be called, so the custom file referencing can add information to its files.</para>
        <para>If it returns false, Maya's file referencing system will be used by default.</para>
        <para>This function returns false by default. </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.allowMultipleFileOptimization()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.defaultExtension()">
      <summary>
        <para>This routine is called by Maya whenever it needs to know the default extension of a translator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This virtual method may be overloaded in derived classes if a default extension exists, as the default version defined in <ref>MPxFileTranslator</ref> unconditionally returns an empty string.</para>
        <para>
          <section>
            <para>A string containing the default extension of the translator, excluding the period at the beginning. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.filter()">
      <summary>
        <para>This virtual method may be overloaded in a derived class to set the filter extension that will be used by the file dialog. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the defaultExtension method is not implemented in a derived class, the standard filter *.* will be returned by <ref>MPxFileTranslator</ref> and used by the file dialog. If defaultExtension is implemented in a derived class, that extension will be used in the proper format.</para>
        <para>
          <section>
            <para>A string containing the filter mask of the translator, Must be of the form *.obj </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.canBeOpened()">
      <summary>
        <para>This routine is called by Maya while it is executing in the <ref>MPxFileTranslator</ref> constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya uses this entry point to query the translator and determine if it can open files. The default is <b>true</b>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the class can open and import files </para>
                </item>
                <item>
                  <para>false if the class can only import files </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.identifyFile(Autodesk.Maya.OpenMaya.MFileObject,System.String,System.Int16)">
      <summary>
        <para>This routine is called by Maya when a file selection dialog accesses a new directory. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will potentially be called once for every file in the directory.</para>
        <para>The routine is given an <ref>MFileObject</ref> indicating the file being checked, as well as a pointer to the initial file contents. The size parameter indicates the number of bytes available at the pointer location.</para>
        <para>This routine must use this data to determine if the file is of a type supported by this translator. This virtual method must be overloaded in derived classes, as the default version defined in <ref>MPxFileTranslator</ref> unconditionally returns kNotMyFileType.</para>
        <para>A typical use of this method is to check the file extension of the file in question, and return a status indicating whether or not the file is of the type expected by this <ref>MPxFileTranslator</ref>. See the plugin example animImportExport for an example.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>MFileKind::kIsMyFileType</b> this file is understood by this translator </para>
                </item>
                <item>
                  <para>
                    <b>MFileKind::kNotMyFileType</b> this file is not understood by this translator </para>
                </item>
                <item>
                  <para>
                    <b>MFileKind::kCouldBeMyFileType</b> this file is understood by this translator, but this translator is not the best one to use for reading or writing it </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="file">the name of the file to check </param>
      <param name="buffer">a pointer to the initial contents of the file </param>
      <param name="size">the number of valid bytes in the buffer</param>
      <returns>Returns a MFileKind.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxFileTranslator.get_fileAccessMode()">
      <returns>Returns a FileAccessMode.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxFileTranslator.fileAccessMode">
      <summary>
        <para>This routine returns the fileAccess mode maya is currently in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>See <ref>MPxFileTranslator::FileAccessMode</ref> for a list of possible return values and what they mean. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind">
      <summary>
        <para>How the translator identifies this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kIsMyFileType">
      <summary>
        <para>Translator understands how to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kCouldBeMyFileType">
      <summary>
        <para>Translator is not best available to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kNotMyFileType">
      <summary>
        <para>Translator does not understand how to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode">
      <summary>
        <para>Type of file access. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kUnknownAccessMode">
      <summary>
        <para>This mode is set when no file operation is currently in progress. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kOpenAccessMode">
      <summary>
        <para>This mode is set when data is being read into a new scene. </para>
      </summary>
      <remarks>
        <para>(i.e.: file -open True) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kReferenceAccessMode">
      <summary>
        <para>This mode is set when a referenced file is being read. </para>
      </summary>
      <remarks>
        <para>This mode can be temporary if the parent file was opened or imported in. For example, if a parent file is being opened, the file access mode will be set to kOpenAccessMode but when the reference file is being read, it will be set to kReferenceAccessMode. It will be set back to kOpenAccessMode once the reference file has been read. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kImportAccessMode">
      <summary>
        <para>This mode is set when data is being read into the current scene. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kSaveAccessMode">
      <summary>
        <para>This mode is set when the user saves the file. </para>
      </summary>
      <remarks>
        <para>(i.e.: file -save True) </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kExportAccessMode">
      <summary>
        <para>This mode is set when the user chooses to export all or a referenced file is being written out. </para>
      </summary>
      <remarks>
        <para>This mode can be temporary if the parent file was saved or exported out. For example, if a parent file is being saved, the file access mode will be set to kSaveAccessMode but when the reference file is being written, it will be set to kExportAccessMode. It will be set back to kSaveAccessMode once the reference file has been written. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode.kExportActiveAccessMode">
      <summary>
        <para>This mode is set when only the selected items are to be exported. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind">
      <summary>
        <para>How the translator identifies this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kIsMyFileType">
      <summary>
        <para>Translator understands how to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kCouldBeMyFileType">
      <summary>
        <para>Translator is not best available to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxFileTranslator.MFileKind.kNotMyFileType">
      <summary>
        <para>Translator does not understand how to read/write this file. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxFileTranslator.FileAccessMode">
      <summary>
        <para>Cache file access modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxGeometryData">
      <summary>
        <para>Base Class for User-defined Dependency Graph Geometry Data Types. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to provide a wrapper or container for some arbitrary geometry type that you have defined. This allows your data type to exist as typed attributes on dependency nodes and to be passed through dependency graph connections.</para>
        <para>MP`xGeometryData is similar to <ref>MPxData</ref> but includes methods to support sets (also known as groups) and component iteration.</para>
        <para>For user defined shapes (<ref>MPxSurfaceShape</ref> derived classes), in order to support maya's deformers you must declare an <ref>MPxGeometryData</ref> class as well as a geometry iterator (<ref>MPxGeometryIterator</ref>).</para>
        <para>To register geometry data use <ref>MFnPlugin::registerData</ref> with the type argument equal to <ref>MPxData::kGeometryData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.#ctor()">
      <summary>
        <para>Class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.getCPtr(Autodesk.Maya.OpenMaya.MPxGeometryData)">
      <param name="obj">MPxGeometryData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.iterator(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Associates a control point based geometry iterator with this data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used in conjunction with <ref>MPxSurfaceShape</ref> and should be overridden if your shape is to support maya's deformations.</para>
        <para>The useComponents argument specifies whether the iteration is over the given componentList or the component.</para>
        <para>
          <section>
            <para>A pointer to an iterator for your geometry </para>
          </section>
        </para>
      </remarks>
      <param name="componentList">a list of components that are to be iterated over </param>
      <param name="component">a component to be iterator over </param>
      <param name="useComponents">if true then componentList is to be iterated over, otherwise the iteration is on component.</param>
      <returns>Returns a MPxGeometryIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.iterator(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MObject,System.Boolean,System.Boolean)">
      <summary>
        <para>Associates a control point based geometry iterator with this data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used in conjunction with <ref>MPxSurfaceShape</ref> and should be overridden if your shape is to support maya's deformations.</para>
        <para>The useComponents argument specifies whether the iteration is over the given componentList or the component.</para>
        <para>
          <section>
            <para>A pointer to an iterator for your geometry </para>
          </section>
        </para>
      </remarks>
      <param name="componentList">a list of components that are to be iterated over </param>
      <param name="component">a component to be iterator over </param>
      <param name="useComponents">if true then componentList is to be iterated over, otherwise the iteration is on component.</param>
      <param name="world">Boolean</param>
      <returns>Returns a MPxGeometryIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.updateCompleteVertexGroup(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method is used in conjunction with <ref>MPxSurfaceShape</ref> classes which support maya's deformations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should make sure that complete vertex group data is up-to-date. If the given component is not complete (i.e. it represents all elements of your geometry) then you must mark is as complete using the methods of <ref>MFnComponent</ref> and return true if the component was updated, false if it was already complete.</para>
        <para>This method is used by deformers when deforming the "whole" object and not just selected components.</para>
        <para>
          <section>
            <para>Returns true if the component was updated, false if it was already complete </para>
          </section>
        </para>
      </remarks>
      <param name="component">the component to test</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.deleteComponent(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method should be overridden if this data is to support component deletion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For user defined shapes (<ref>MPxSurfaceShape</ref>) which support components, this method must be overridden if component deletion is to be supported when the shape has history.</para>
        <para>
          <section>
            <para>true if the deletion was successfull, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="compList">a list of components that are to be deleted</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.deleteComponentsFromGroups(Autodesk.Maya.OpenMaya.MObjectArray,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>This method should be overridden to modify the groups that flows along with the geometry, as part of the data, based on the components being deleted. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should intelligently update the groups based on what gets deleted. The class <ref>MFnGeometryData</ref> can be used to access and modify grouping information for data.</para>
        <para>The groupIdArray and groupComponentArray should contain the updated grouping information after the deletion has occurred.</para>
        <para>
          <section>
            <para>true if the deletion was successfull, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="compList">a list of components that are to be deleted </param>
      <param name="groupIdArray">array of group id's </param>
      <param name="groupComponentArray">array of updated components, one for each group id</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.smartCopy(Autodesk.Maya.OpenMaya.MPxGeometryData)">
      <summary>
        <para>This method is used in conjunction with <ref>MPxSurfaceShape</ref> classes which support maya's deformations. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to prvoide maya with an efficient way to copy the source data into the memory of this data with as little memory allocation as possible.</para>
        <para>This method is not mandatory and only needs to be overridden to improve performance of deformations on shapes.</para>
        <para />
      </remarks>
      <param name="srcGeom">a pointer to the data to be copied </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.copy(Autodesk.Maya.OpenMaya.MPxData)">
      <summary>
        <para>This method initializes an instance of an <ref>MPxGeometryData</ref> derived class from another existing instance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be thought of as the <em>second half</em> of a copy constructor for the class. The default constructor has already been called for the instance, and this method is used to set the private data by copying the values from an existing instance. This is a pure virtual method, and must be overridden in derived classes.</para>
        <para />
      </remarks>
      <param name="src">The object from which to copy the private data </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.typeId()">
      <summary>
        <para>Determines the type id of the Data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a pure virtual method, and must be overridden in derived classes.</para>
        <para>
          <section>
            <para>Type id of the Data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MTypeId.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.name()">
      <summary>
        <para>Determines the type name of the Data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a pure virtual method, and must be overridden in derived classes.</para>
        <para>
          <section>
            <para>Type name of the Data object </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.matrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Return the matrix associated to <ref>MPxGeometryData</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MMatrix</ref> that takes a point from local object space to world space </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.set_matrixProperty(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryData.get_matrixProperty()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxGeometryData.matrixProperty" />
    <member name="T:Autodesk.Maya.OpenMaya.MPxGeometryIterator">
      <summary>
        <para>Base class for user defined geometry iterators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for user defined geometry iterators. Geometry iterator allow iterating over components in geometry in a geometry independent manner. This base class defines the interface to be used by maya when a generic component iteration is required.</para>
        <para>This class is used in conjunction with <ref>MPxSurfaceShape</ref> to provide an iterator for components in a user defined shape. Also this method can is used by <ref>MPxGeometryData</ref> to provide an iterator over geometry that is passed through DG connections.</para>
        <para>The main methods to override in this class are point and setPoint. The reset, isDone, and next methods have a default implementation and should only be overridden if the component being iterator on is not a single indexed component type.</para>
        <para>The iterator works in two modes, over components or over all elements in some geometry. If the components passed into the constructors are null or empty then the iteration is meant to be over the entire object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The components can be NULL if the iteration is to be over all elements in the geometry.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.#ctor(System.Object,Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The components can be NULL if the iteration is to be over all elements in the geometry.</para>
        <para />
      </remarks>
      <param name="userGeometry">the geometry that will be iterated over </param>
      <param name="components">the (optional) list of components to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.#ctor(System.Object,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The components can be NULL if the iteration is to be over all elements in the geometry.</para>
        <para />
      </remarks>
      <param name="userGeometry">the geometry that will be iterated over </param>
      <param name="components">the (optional) list of components to iterate over </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.getCPtr(Autodesk.Maya.OpenMaya.MPxGeometryIterator)">
      <param name="obj">MPxGeometryIterator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.isDone()">
      <summary>
        <para>Indicates if all the items have been traversed yet. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the iterator has no more elements to traverse </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the iterator is not finished traversing </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.next()">
      <summary>
        <para>Advances to the next component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.reset()">
      <summary>
        <para>Resets the iterator to the start of the components so that another pass over them may be made. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.componentObject(Autodesk.Maya.OpenMaya.MObject)">
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.hasPoints()">
      <summary>
        <para>Indicates whether the underlying geometry has point data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the geometry has point data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the geometry does not have point data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.iteratorCount()">
      <summary>
        <para>Returns an estimate of how many items will be iterated over. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The iterator count </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.point()">
      <summary>
        <para>Returns the current component's positional data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current point being iterated over </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.setPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the current component's positional data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.setPointGetNext(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the current component's positional data, gets the next point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The next index value </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.index()">
      <summary>
        <para>Returns a unique index for the current item in the iteration. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the iteration is over the whole geometry then this index is the same as current point. If the iteration is over some elements of the geometry specified by a component then this index is the index in your geometry.</para>
        <para>
          <section>
            <para>The index of the current element </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.hasNormals()">
      <summary>
        <para>Indicates whether the underlying geometry has normals. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> this geometry has normals </para>
                </item>
                <item>
                  <para>
                    <b>false</b> this geometry has no normals </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.indexUnsimplified()">
      <summary>
        <para>Returns a unique index for the current item in the iteration Rather than being the iterator index this is the index for the actual item when simplification is skipping items. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This index will be equal to <ref>index()</ref> if no simplification, otherwise it will be larger.</para>
        <para>
          <section>
            <para>The unsimplified index </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.setObject(Autodesk.Maya.OpenMaya.MPxSurfaceShape)">
      <summary>
        <para>Optional method to set a shape object to iterate over to allow tweaking of the shape's history (input geometry). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MPxSurfaceShape</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.geometry()">
      <summary>
        <para>Returns a pointer to the geometry that this iterator is iterating over. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.set_currentPoint(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.get_currentPoint()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.set_maxPoints(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.get_maxPoints()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxGeometryIterator.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxGeometryIterator.currentPoint">
      <summary>
        <para>Returns the index that is being iterated on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when iterating over all elements of your geometry, i.e. when there are no components specified.</para>
        <para>
          <section>
            <para>The current point index </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the current index of the iteration. </para>
      </summary>
      <remarks>
        <para>This value is used when iterating over all elements of your geometry, i.e. when there are no components specified.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxGeometryIterator.maxPoints">
      <summary>
        <para>Returns the largest index that will be iterated over. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This value is used when iterating over all elements of your geometry, i.e. when there are no components specified.</para>
        <para>
          <section>
            <para>The max index </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the largest index that will be iterated over. </para>
      </summary>
      <remarks>
        <para>This value is used when iterating over all elements of your geometry, i.e. when there are no components specified.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxGeometryIterator.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxImageFile">
      <summary>
        <para>Image manipulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for reading file images stored on disk.</para>
        <para>The <ref>MPxImageFile</ref> class can be used to implement support for new image file formats in Maya. The implementation is able to support both fixed and floating point image formats.</para>
        <para>
          <ref>MPxImageFile</ref> allows custom image formats to be recognized by Maya and any plug-ins that use Maya's API for accessing images. However be aware that some third party plugins, such as mental ray, bypass Maya's API and use their own internal facilities for accessing images, which means that they will not recognize MPxImageFile-based image formats. In the case of mental ray, it provides its own API which can be used to provide it with support for the image format. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialize the image. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.getCPtr(Autodesk.Maya.OpenMaya.MPxImageFile)">
      <param name="obj">MPxImageFile</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.open(System.String,Autodesk.Maya.OpenMaya.MImageFileInfo)">
      <summary>
        <para>Attempt to open the specified file as an image and extract the image characteristics. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is important that this function only return success if the image is definitely supported by this implementation.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image is supported by this implementation </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathname">the image file to open </param>
      <param name="info">an optional pointer to the image info structure to fill in. If this pointer is non-NULL, the implementation of this method should parse the image header to populate the information structure.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.load(Autodesk.Maya.OpenMaya.MImage,System.UInt32)">
      <summary>
        <para>Load the previously opened image file into an <ref>MImage</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the image cannot be loaded (e.g. it is corrupt) </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">the image to load the currently open file into </param>
      <param name="imageNumber">the index of image to load (for files containing multiple images)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.glLoad(Autodesk.Maya.OpenMaya.MImageFileInfo,System.UInt32)">
      <summary>
        <para>Load the previously opened image file as an OpenGL texture. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The OpenGL texture will already have been bound by the caller of this method (i.e. do not call glBind again inside your implementation of this method - just use glTexImage2D or equivalent to load the texture). The type of texture that has been bound is specified in the information structure provided. It is important that your implementation verifies this type before loading any data, as loading an incompatible type may lead to instability. By overriding this method, you can implement non-2D texture support (such as cube maps), non-byte texture support (such as float and half), and compressed hardware texture support (such as DXT). You are free to use any available OpenGL extensions you want to load in the texture. While standard Maya shaders will only be able to use standard 2D textures, plugin hardware shaders can access non-2D textures loaded via this method. If your plugin set mipmaps to true at file open time, it is responsible for loading or generating the mipmap information inside this method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the image cannot be loaded (e.g. it is corrupt) </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="info">a description of hardware texture to load. </param>
      <param name="imageNumber">the index of image to load (for files containing multiple images)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImageFile.close()">
      <summary>
        <para>Close the image file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> if the image was closed </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kFailure</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxImagePlane">
      <summary>
        <para>Base class for user defined imagePlane nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxImagePlane</ref> provides you with the ability to write your own image plane classes. This allows you to support non-standard image data in an image plane or change the standard behaviour of the image plane.</para>
        <para>Note, once you have created a custom image plane and created the node in a scene. You must attach the image plane to a camera using the 'imagePlane' attribute on the 'cameraShape'. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.getCPtr(Autodesk.Maya.OpenMaya.MPxImagePlane)">
      <param name="obj">MPxImagePlane</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.loadImageMap(System.String,System.Int32,Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Override this method to load the file of name fileName into the image <ref>MImage</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <b>MStatus::kSuccss</b> The file was successfully loaded. </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">The name of the file to be loaded. </param>
      <param name="frame">The frame number to be displayed. </param>
      <param name="image">The image representing the image plane data.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.getExactImageFile(System.String,System.String&amp;)">
      <summary>
        <para>API users can call this method to resolve a file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sometimes the file path specified by the user node are relative or contain environment variables that require expansion. Also <ref>getExactImageFile()</ref> will try to find the image file sequence if use sequence is on. API users do not have to call this method, and it is only provided for convienence purposes. The full path name will be returned in actualName.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python, see <ref>exactImageFile()</ref> instead</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The file was found and the file name was expanded. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The file was not found and the file name was not expanded. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="refFileName">The file name to be expanded </param>
      <param name="actualName">The exact file name.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.exactImageFile(System.String)">
      <summary>
        <para>API users can call this method to resolve a file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sometimes the file path specified by the user node are relative or contain environment variables that require expansion. Also <ref>getExactImageFile()</ref> will try to find the image file sequence if use sequence is on. API users do not have to call this method, and it is only provided for convienence purposes. The full path name will be returned in actualName.</para>
        <para>
          <section>
            <para>String containing the image file name, will be empty string on failure </para>
          </section>
        </para>
      </remarks>
      <param name="refFileName">The file name to be expanded</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.refreshImage()">
      <summary>
        <para>Forces the image plane to be refreshed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.setImageDirty()">
      <summary>
        <para>Forces the image plane to be reloaded on the next refresh. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_imageType(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_imageType()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_imageName(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_imageName()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_useFrameExtension(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_useFrameExtension()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_frameExtension(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_frameExtension()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_frameOffset(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_frameOffset()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverage(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverage()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverageX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverageX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverageY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverageY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverageOrigin(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverageOrigin()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverageOriginX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverageOriginX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_coverageOriginY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_coverageOriginY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_sourceTexture(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_sourceTexture()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_fit(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_fit()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_displayMode(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_displayMode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_displayOnlyIfCurrent(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_displayOnlyIfCurrent()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorGain(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorGain()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorGainR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorGainR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorGainG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorGainG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorGainB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorGainB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorOffset(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorOffset()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorOffsetR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorOffsetR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorOffsetG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorOffsetG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_colorOffsetB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_colorOffsetB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_alphaGain(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_alphaGain()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_shadingSamplesOverride(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_shadingSamplesOverride()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_shadingSamples(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_shadingSamples()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_maxShadingSamples(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_maxShadingSamples()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_lockedToCamera(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_lockedToCamera()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_depth(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_depth()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_squeezeCorrection(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_squeezeCorrection()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_size(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_size()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_sizeX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_sizeX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_sizeY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_sizeY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_offset(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_offset()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_offsetX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_offsetX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_offsetY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_offsetY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_center(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_center()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_centerX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_centerX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_centerY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_centerY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_centerZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_centerZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_width(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_width()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_height(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_height()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_visibleInReflections(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_visibleInReflections()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_visibleInRefractions(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_visibleInRefractions()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_rotate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_rotate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_alreadyPremult(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_alreadyPremult()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_useDepthMap(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_useDepthMap()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_composite(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_composite()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_depthOversample(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_depthOversample()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_separateDepth(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_separateDepth()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_depthFile(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_depthFile()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_depthBias(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_depthBias()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.set_depthScale(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_depthScale()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxImagePlane.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.imageType">
      <summary>
        <para>controls the source of the image on the Image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.imageName">
      <summary>
        <para>The file name of the image to be used in the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Only used if Type is set to Image File. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.useFrameExtension">
      <summary>
        <para>When this is on, the system will substitute the frame number in the Image Name with the number from the Frame Extension attribute (see below). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.frameExtension">
      <summary>
        <para>The frame extension in Image Name is replaced by the number here. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.frameOffset">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverage">
      <summary>
        <para>Controls the amount of the image that will be used in the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverageX">
      <summary>
        <para>The width in pixels of the area on the source image to be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverageY">
      <summary>
        <para>The height in pixels of the area on the source image to be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverageOrigin">
      <summary>
        <para>Controls the lower-left-corner of the area of the input image that will be used on the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverageOriginX">
      <summary>
        <para>The pixel position of the left edge of the area of the source image to be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.coverageOriginY">
      <summary>
        <para>The pixel position of the bottom edge of the area of the source image to be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.sourceTexture">
      <summary>
        <para>If the Type attribute is set to Texture, then this attribute is connected to the texture node used by the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.fit">
      <summary>
        <para>Controls how the image file will be fit into the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.displayMode">
      <summary>
        <para>Controls how the image plane will be displayed both in the 3d view, and when rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.displayOnlyIfCurrent">
      <summary>
        <para>If enabled, you will only see the image plane when you are looking through the camera that the plane is attached to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorGain">
      <summary>
        <para>A multiplier applied to the colors in the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorGainR">
      <summary>
        <para>The red component of Color Gain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorGainG">
      <summary>
        <para>The green component of Color Gain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorGainB">
      <summary>
        <para>The blue component of Color Gain. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorOffset">
      <summary>
        <para>An additive value applied to the colors in the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorOffsetR">
      <summary>
        <para>The red component of Color Offset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorOffsetG">
      <summary>
        <para>The green component of Color Offset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.colorOffsetB">
      <summary>
        <para>The blue component of Color Offset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.alphaGain">
      <summary>
        <para>A multiplier that is applied to the alpha value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.shadingSamplesOverride">
      <summary>
        <para>The flag to control if this surface should override global shading sample settings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.shadingSamples">
      <summary>
        <para>Specifies the minimum number of shading samples should be taken for this surface during rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.maxShadingSamples">
      <summary>
        <para>Specifies the max number of shading samples can be taken for this surface during rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.lockedToCamera">
      <summary>
        <para>If enabled, the image plane is locked to the camera's position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.depth">
      <summary>
        <para>Controls the distance of the plane from the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.squeezeCorrection">
      <summary>
        <para>Applies a horizontal scaling to an image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.size">
      <summary>
        <para>Controls the width and height of the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.sizeX">
      <summary>
        <para>Image plane width. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.sizeY">
      <summary>
        <para>Image plane height. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.offset">
      <summary>
        <para>Controls how much the center of the image plane is offset from the centre of the viewing frustum of the camera. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.offsetX">
      <summary>
        <para>Horizontal component of Offset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.offsetY">
      <summary>
        <para>Vertical component of Offset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.center">
      <summary>
        <para>Controls the world-space position of the center of the image plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.centerX">
      <summary>
        <para>X component of Center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.centerY">
      <summary>
        <para>Y component of Center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.centerZ">
      <summary>
        <para>Z component of Center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.width">
      <summary>
        <para>Controls the width of the image plane in world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.height">
      <summary>
        <para>Controls the height of the image plane in world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.visibleInReflections">
      <summary>
        <para>When ray tracing, controls whether the image plane will sppear in reflected surfaces. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.visibleInRefractions">
      <summary>
        <para>When ray tracing, controls whether the image plane will appear when seen through a transparent, refractive surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.rotate">
      <summary>
        <para>Rotation of the image plane around the view vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.alreadyPremult">
      <summary>
        <para>Indicates if the image plane has already been pre-multiplied by its alpha. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.useDepthMap">
      <summary>
        <para>Indicates that the image plane has depth information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.composite">
      <summary>
        <para>Indicates whether or not the image plane's color should be composited into the final image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.depthOversample">
      <summary>
        <para>Indicates if the depth information is at a higher resolution than the image resolution. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.separateDepth">
      <summary>
        <para>Users can specify a depth buffer that is larger than the image buffer using the 'depthFile' attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.depthFile">
      <summary>
        <para>Separate file that contains depth information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.depthBias">
      <summary>
        <para>Depth offset value &amp;ndash; centered at the center of the view frustum. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.depthScale">
      <summary>
        <para>Scale the depth &amp;ndash; centered at the center of the view frustum. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxImagePlane.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxMaterialInformation">
      <summary>
        <para>Material information proxy. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MPxMaterialInformation</ref> class is a way for users to override the viewport representation of shaders. The viewport uses a simple phong model for display in the viewport. With this class users can provide their own values for the phong shading parameters. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="materialNode">material info node </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.getCPtr(Autodesk.Maya.OpenMaya.MPxMaterialInformation)">
      <param name="obj">MPxMaterialInformation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.useMaterialAsTexture()">
      <summary>
        <para>Tells Maya whether to this material should be displayed as a texture, ie whether it should be baked. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the material should be baked texture </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.materialInfoIsDirty(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Called by Maya to when a plug on the shader has been changed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method tells Maya if the material information is dirty. If it is dirty Maya triggers a refresh of the viewport.</para>
        <para>
          <section>
            <para>true if the material information is dirty, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug that was changed</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.connectAsTexture(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Called by Maya to when an incoming connection is made to plug on the shader. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method tells Maya if connection should be treated as a to a texture. If the connection is treated as a texture the Maya will bake the properties of the source plug for display in the viewport. Currently only one channel/plug on the shader can be treated as a texture.</para>
        <para>
          <section>
            <para>true if connection should be treated as a texture, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug that was connected</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.textureDisconnected(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Called whenever an incoming connection to the shader is broken. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if connection should be treated as a texture, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug that was disconnected.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMaterialInformation.computeMaterial(Autodesk.Maya.OpenMaya.MaterialInputData)">
      <summary>
        <para>Compute the material properties/information for the shader. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These properties are the parameters for a simple phong shading model used for display in the viewport</para>
        <para>
          <section>
            <para>true if valid material properties/information were created, false otherwise </para>
          </section>
        </para>
      </remarks>
      <param name="data">the material properties/information</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType">
      <summary>
        <para>Material types. These affect how the material is shaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kSimpleMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kOverrideDraw">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType">
      <summary>
        <para>Material types. These affect how the material is shaded. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kSimpleMaterial">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MPxMaterialInformation.MaterialType.kOverrideDraw">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter">
      <summary>
        <para>Translator to output filtered Maya ASCII files. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxMayaAsciiFilter</ref> allows output to the Maya ASCII (.ma) file format to be filtered by a plug-in. The file is output using the same internal mechanism that is used for normal Maya ASCII output, but allows your plug-in to prevent certain lines (such as createNodes or connectAttrs) from being output to the file. In addition, it allows you to write directly to the file at specific points during output.</para>
        <para>
          <ref>MPxMayaAsciiFilter</ref> allows your plug-in to write out files similar to Maya ASCII in a custom format. It can be used, for example, to partition a scene into several files, each of which has been filtered to write out different parts of the scene. Note that the order of the file cannot be changed - for example, connectAttrs are always written after createNodes - but it does allow you to control which connectAttrs and createNodes are output.</para>
        <para>
          <ref>MPxMayaAsciiFilter</ref> inherits from <ref>MPxFileTranslator</ref>. It overrides the <ref>haveWriteMethod()</ref>, <ref>haveReadMethod()</ref>, <ref>reader()</ref>, and <ref>writer()</ref> methods in <ref>MPxFileTranslator</ref> in such a way that the internal Maya mechanism for reading and writing Maya ASCII files is used. Because of this, it is not advised that you override these methods in your plug-in. If you do, make sure you first call these methods in <ref>MPxMayaAsciiFilter</ref>. A pseudo-code example is shown here:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>To determine if a given line should be output, override the methods <ref>writesCreateNode()</ref>, <ref>writesSetAttr()</ref> and so on. Each of these methods takes as its arguments the relevant data which is about to be processed and your plug-in can use this to determine whether or not the line will be output.</para>
        <para>For example, you may want to write out everything but render layer data. The code to do this might look something like what is shown here:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Note that <ref>writesConnectAttr()</ref> has to be overridden as well (as would <ref>writesSetAttr()</ref>, writesSelectAttr(), and so on). This is because each line is handled separately, and nothing clever is done in the base class' implementation of <ref>writesConnectAttr()</ref>, such as having a default behaviour of only outputting connectAttrs for nodes that are being output. This gives you the most flexible control over what will be written.</para>
        <para>If you were using this class to save a segmented file, a master file might have to know about the locations of each of the segments. If your file saved everything but render layers in one file, and render layers in another, the first file might need to contain a pointer to the second, so that when the first file is loaded the second gets read into memory too. To do this, you would use <ref>MPxMayaAsciiFilter</ref>'s ability to write directly to the stream during file output.</para>
        <para>You can write to the stream during output by overriding the methods <ref>writePreCreateNodesBlock()</ref>, <ref>writePostCreateNodesBlock()</ref> and so on. These give you a simple mechanism to write directly to the file. Each of these methods take an <ref>MPxMayaAsciiFilterOutput</ref> as its only argument. To write to the file, simply use the output operator (<ref>MPxMayaAsciiFilterOutput::operator&lt;&lt;()</ref> ) and output the string you wish.</para>
        <para>In the example above, the pointer to the render layer file might be inserted into the main file after all nodes have been created. The code to do this would look something like what is shown here:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>In the above example, after the createNode block was output, the line</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>was output. When the file is read in, Maya would reach the line above and execute it like any other MEL command. It is assumed in this example that there would be a custom command plug-in called importRenderLayerFile which would do the work of actually importing the layer file.</para>
        <para>Note: <ref>MPxMayaAsciiFilter</ref> gives you the ability to create your own custom file formats based on standard Maya ASCII files. However, Autodesk does not support such custom files as they will not, by definition, be standard Maya ASCII files. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.#ctor()">
      <summary>
        <para>The class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.getCPtr(Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter)">
      <param name="obj">MPxMayaAsciiFilter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.haveWriteMethod()">
      <summary>
        <para>Overrides <ref>MPxFileTranslator::haveWriteMethod()</ref> to indicate that this translator has a write method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general this should not be overridden.</para>
        <para>
          <section>
            <para>true </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.haveReadMethod()">
      <summary>
        <para>Overrides <ref>MPxFileTranslator::haveReadMethod()</ref> to indicate that this translator has a read method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general this should not be overridden.</para>
        <para>
          <section>
            <para>true </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.reader(Autodesk.Maya.OpenMaya.MFileObject,System.String,Autodesk.Maya.OpenMaya.MPxFileTranslator+FileAccessMode)">
      <summary>
        <para>Reader method for the ascii filter translator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general this should not be overridden, since internal Maya methods are called in this method.</para>
        <para>Note: To process any options passed in in the optionsString variable, subclasses should override the <ref>processReadOptions()</ref> method, below.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> file read was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while reading the file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="file">The file to be read </param>
      <param name="optionsString">Any file options to be handled. Passed to processReadOptions(), below </param>
      <param name="mode">The access mode (read or import). Currently this is ignored</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilter.writer(Autodesk.Maya.OpenMaya.MFileObject,System.String,Autodesk.Maya.OpenMaya.MPxFileTranslator+FileAccessMode)">
      <summary>
        <para>Writer method for the ascii filter translator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In general this should not be overridden, since internal Maya methods are called in this method.</para>
        <para>Note: To process any options passed in in the optionsString variable, subclasses should override the <ref>processWriteOptions()</ref> method, below.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> file read was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> an error occurred while reading the file </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="file">The file to be read </param>
      <param name="optionsString">Any file options to be handled. Passed to processWriteOptions(), below </param>
      <param name="mode">The access mode (save, export, or export active). Currently this is ignored.</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput">
      <summary>
        <para>Wrapper for a Maya Ascii file output stream. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxMayaAsciiFilterOutput</ref> is used in conjunction with <ref>MPxMayaAsciiFilter</ref> to allow output to the Maya ASCII file. Instances of this class may only be instantiated through the methods of <ref>MPxMayaAsciiFilter</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput.getCPtr(Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput)">
      <param name="obj">MPxMayaAsciiFilterOutput</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxMayaAsciiFilterOutput.Write(System.String)">
      <param name="data">String</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxObjectSet">
      <summary>
        <para>Parent class of all user defined object sets. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxObjectSet</ref> is the parent class of all user defined sets. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxObjectSet</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any calls the <ref>MPxObjectSet</ref> methods must be done in the postConstructor method and not here. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.getCPtr(Autodesk.Maya.OpenMaya.MPxObjectSet)">
      <param name="obj">MPxObjectSet</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.type()">
      <summary>
        <para>Returns the type of node that this is. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to differentiate user defined nodes that are derived off different MPx base classes.</para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>Type of the node (<ref>MPxNode::kObjectSet</ref>) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.canBeDeleted(System.Boolean)">
      <summary>
        <para>A method that is called whenever a neighboring node is deleted, to check if this node should be deleted alongside or as a result of the neighboring node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will not be called in the case where construction history is being deleted.</para>
        <para>By default, the object set will be deleted when all of the following criteria are met:</para>
        <para>
          <list type="bullet">
            <item>
              <para>The object set is not locked</para>
            </item>
            <item>
              <para>The object set is deletable</para>
            </item>
            <item>
              <para>No connections to usedByNodes exist.</para>
            </item>
            <item>
              <para>No connections to dagSM and to DNSM, i.e., no members in the set.</para>
            </item>
            <item>
              <para>No connection to groupNodes and to DNSM and no full dagObject members</para>
            </item>
          </list>
        </para>
        <para>It is not necessary to override this method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Delete this node </para>
                </item>
                <item>
                  <para>
                    <b>false</b> Do not delete this node </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="isSrcNode">True if this node is the source node of the connection to the neighboring node.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_dagSetMembers(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_dagSetMembers()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_DNSetMembers(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_DNSetMembers()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_memberWireframeColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_memberWireframeColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_annotation(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_annotation()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_isLayer(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_isLayer()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_verticesOnlySet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_verticesOnlySet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_edgesOnlySet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_edgesOnlySet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_facetsOnlySet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_facetsOnlySet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_editPointsOnlySet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_editPointsOnlySet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_renderableOnlySet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_renderableOnlySet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_partition(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_partition()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_groupNodes(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_groupNodes()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.set_usedByNodes(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_usedByNodes()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxObjectSet.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.dagSetMembers">
      <summary>
        <para>Connections to this attribute specify the dagNodes or parts (components) of the same that are members of this set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.DNSetMembers">
      <summary>
        <para>References to dependNode attributes which defines set membership. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.memberWireframeColor">
      <summary>
        <para>The index of a user defined color in which the dag object component members should appear. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A value of -1 disables use of the color. Values outside the range [-1,7] may give unpredictable results. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.annotation">
      <summary>
        <para>A text string to annotate the set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.isLayer">
      <summary>
        <para>This attribute is obsolete and should no longer be used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.verticesOnlySet">
      <summary>
        <para>Is set membership restricted to objects with vertices? This attribute should not be explicitly changed by the user. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.edgesOnlySet">
      <summary>
        <para>Is set membership restricted to objects with edges? This attribute should not be explicitly changed by the user. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.facetsOnlySet">
      <summary>
        <para>Is set membership restricted to objects with facets? This attribute should not be explicitly changed by the user. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.editPointsOnlySet">
      <summary>
        <para>Is set membership restricted to objects with edit points? This attribute should not be explicitly changed by the user. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.renderableOnlySet">
      <summary>
        <para>Is set membership restricted to renderable objects only? This attribute should not be explicitly changed by the user. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.partition">
      <summary>
        <para>References to the partition nodes this set is a member of. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.groupNodes">
      <summary>
        <para>When parts (components) of dagNodes are in the set, connections are made to this attribute to hold references to groupId nodes, with the id uniquely identifying the group in the dagNode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.usedByNodes">
      <summary>
        <para>References to nodes that operate upon this set, such as deformers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxObjectSet.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxPolyTrg">
      <summary>
        <para>User defined poly triangulation support. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>
            <ref>MPxPolyTrg</ref>
          </b> is the the parent class for nodes which define a custom face triangulation for meshes. In order to override default maya triangulation, the user has to do the following things:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Derive a new node from <b><ref>MPxPolyTrg</ref></b> class.</para>
              <para />
            </item>
            <item>
              <para>Define a static function on the new node to triangulate a single face in the mesh. The signature of this function is given by <b>polyTrgFnct</b> type. The input to the triangulation function is: <list type="bullet"><item><para>*vert - pointer to an array of vertex positions for the face. It size is 3*nbVertices. </para></item><item><para>*norm - pointer to an array of per vertex normals for the face. It size is 3*nbVertices. </para></item><item><para>*loopSizes - pointer to an array of loop sizes. The size of this array is <b>nbLoops</b></para></item><item><para>nbLoops - number of loops in the face. </para></item><item><para>nbTrg - expected number of triangles to be generated. </para></item></list></para>
              <para>Note: The number of vertices can be calculated by adding all the loop sizes.</para>
              <para>The output of this function is an array of triangle description:</para>
              <para>
                <list type="bullet">
                  <item>
                    <para>*trg - pointer to an integer array. This array is already allocated with the size of 3*nbTrg. It has to be filled with the triangle descriptions given by the face-relative position of vertices i.e.</para>
                    <para>nbTrg = 2 trg: 0 1 2 2 3 0</para>
                    <para>Tip: Refer to the example plugin: <b>polyTrgNode</b> for more details on how to implement it. </para>
                  </item>
                </list>
              </para>
              <para />
            </item>
            <item>
              <para>Register that function when the node is created for the first time (in the <ref>postConstructor()</ref> method) by calling the <b><ref>registerTrgFunction()</ref></b>.</para>
              <para />
            </item>
            <item>
              <para>Unregister the function in the destructor by calling the <b>unregisterTrgFunction</b>. </para>
            </item>
          </list>
        </para>
        <para>Once the node is defined, the user has to inform the mesh about it. For each mesh the user wants to override the default triangulation, he has to set the <b>usertTrg</b> attribute on the mesh to the name under which the function has been registered.</para>
        <para>Example: /code setAttr mesh.userTrg -type "string" "triangulate"; /endcode</para>
        <para>Once that attribute is set, the default maya triangulation is turned off and the one provided by the user is used to draw the mesh. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxPolyTrg</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The constructor should never call any methods from <ref>MPxPolyTrg</ref> or make any calls that require the existence of the <ref>MObject</ref> associated with the user defined node. The postConstructor method should be used to do any initialization of this kind. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.getCPtr(Autodesk.Maya.OpenMaya.MPxPolyTrg)">
      <param name="obj">MPxPolyTrg</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.postConstructor()">
      <summary>
        <para>Post constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Internally maya creates two objects when a user defined node is created, the internal <ref>MObject</ref> and the user derived object. The association between the these two objects is not made until after the <ref>MPxPolyTrg</ref> constructor is called. This implies that no <ref>MPxPolyTrg</ref> member function can be called from the <ref>MPxPolyTrg</ref> constructor. The postConstructor will get called immediately after the constructor when it is safe to call any <ref>MPxPolyTrg</ref> member function. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method should be overridden in user defined nodes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>However, fror this particaular node we don't need to to do anything in the compute functione. Therefore, all we do is return MS:kSuccess in the derive class.</para>
      </remarks>
      <param name="plug">plug representing the attribute that needs to be recomputed </param>
      <param name="dataBlock">MDataBlock</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.isAbstractClass()">
      <summary>
        <para>Each new node has to implement that fuction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>False </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.registerTrgFunction(System.String,Autodesk.Maya.OpenMaya.MxPolyTrgFnct)">
      <summary>
        <para>Register a triangulation function with maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The name provided as a first argument is the name under which the function is registered. This name has to be used when setting 'userTrg' attribute on a mesh.</para>
      </remarks>
      <param name="name">String</param>
      <param name="f">MxPolyTrgFnct</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTrg.unregisterTrgFunction(System.String)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="name">String</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand">
      <summary>
        <para>Base class used for moving polygon UV's. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for UV editing commands on polygonal objects.</para>
        <para>The purpose of this command class is to simplify the process of moving UVs on a polygonal object. The use is only required to provide the new positions of the UVs that have been modified. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.getCPtr(Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand)">
      <param name="obj">MPxPolyTweakUVCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.parseSyntax(Autodesk.Maya.OpenMaya.MArgDatabase)">
      <summary>
        <para>This method parses the additional flags before the command is executed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="argData">Arguments passed to command.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.getTweakedUVs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MIntArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray)">
      <summary>
        <para>This computes and returns modified UVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mesh">The mesh object to be modified </param>
      <param name="uvList">The list of UV Ids selected by the user. The method is allowed to change uvList on output. </param>
      <param name="uPos">The new u values corresponding to the indices listed in uvList. </param>
      <param name="vPos">The new v values corresponding to the indices listed in uvList.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.get_newSyntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxPolyTweakUVCommand.newSyntax">
      <summary>
        <para>This method creates and returns an <ref>MSyntax</ref> object required for the poly tweak UV proxy command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPxTransform">
      <summary>
        <para>Base class for user defined transforms. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxTransform</ref> allows the creation of user defined transform nodes. User defined transform nodes can introduce new transform types or change the transformation order. They are designed to be an extension of the standard Maya transform node and include all of the normal transform attributes. Standard behaviors such as limit enforcement and attribute locking are managed by this class, but may be overriden in derived classes.</para>
        <para>In general, a complete implementation of user defined transforms will require the deriving from two classes; <ref>MPxTransform</ref> defines the node while <ref>MPxTransformationMatrix</ref> describes the mathematical functions of the user defined transform.</para>
        <para>The <ref>MPxTransform</ref> class is registered using the <ref>MFnPlugin::registerTransform()</ref> method. Both the <ref>MPxTransform</ref> and the <ref>MPxTransformationMatrix</ref> classes are registered in the same method. This allows for a clear association between a <ref>MPxTransform</ref> and a <ref>MPxTransformationMatrix</ref>. Both the <ref>MPxTransform</ref> and the <ref>MPxTransformationMatrix</ref> classes need unique MTypeIds.</para>
        <para>
          <ref>MPxTransform</ref> nodes are DAG nodes and therefore a change to one element will affect every node beneath the changed node. Since this can involve quite a bit of calculation, DAG nodes internally handle clean and dirty differently than other nodes. What this means is that the <ref>updateMatrixAttrs()</ref> method should be used when getting one of the matrix attributes from a method on this node. Additionally, after a value is changed, the appropriate dirty method (i.e. dirtyTranslate(), dirtyRotate(), etc.) should be called. When in doubt, <ref>dirtyMatrix()</ref> will flag everything as needing to be updated.</para>
        <para>It is up to each transform node to determine if it will obey limits or Since transform attributes may have limits or may be involved in some sort of constraint, there needs to be a way to accept, reject, or modify a value when a plug is set on the node. The <ref>mustCallValidateAndSet()</ref> method allows for this kind of control. When an attribute is flagged with the <ref>mustCallValidateAndSet()</ref> method in the initialize() method, every plug change will call the <ref>validateAndSetValue()</ref> method for approval. From the <ref>validateAndSetValue()</ref> method things like limits and value locking can be enforced. It is important to note that for new attributes on the transform node, any locking or limits are left as an implementation detail.</para>
        <para>If any of the public methods are affected by the addition of transform components, or by the order of computation, they should be overriden in the derived class. Many of the public methods are used by internal Maya code and exist for more than just convenience.</para>
        <para>The <ref>createTransformationMatrix()</ref> class must be overloaded if a transformation matrix other than the default <ref>MPxTransformationMatrix</ref> is used.</para>
        <para>NOTES: 1) The <ref>setDependentsDirty()</ref> virtual method is available in this class since <ref>MPxTransform</ref> derives from <ref>MPxNode</ref>. During a call to <ref>MPxTransform::setDependentsDirty()</ref>, a plug-in should not invoke any of the dirty*() or <ref>updateMatrixAttrs()</ref> calls of this class. For example, the methods <ref>dirtyMatrix()</ref>, <ref>dirtyTranslation()</ref> or <ref>updateMatrixAttrs()</ref> should not be called. 2) Updating world space attributes is an expensive operation. Maya updates world space attributes on demand such as in the case of a getAttr being issued or a connection exists for the attribute. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.#ctor(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_geometry(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_geometry()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_xformMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_xformMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_selectHandle(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_selectHandle()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_selectHandleX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_selectHandleX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_selectHandleY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_selectHandleY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_selectHandleZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_selectHandleZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_inheritsTransform(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_inheritsTransform()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_displayHandle(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_displayHandle()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_displayScalePivot(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_displayScalePivot()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_displayRotatePivot(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_displayRotatePivot()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_displayLocalAxis(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_displayLocalAxis()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_dynamics(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_dynamics()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_showManipDefault(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_showManipDefault()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_specifiedManipLocation(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_specifiedManipLocation()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateQuaternion(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateQuaternion()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateQuaternionX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateQuaternionX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateQuaternionY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateQuaternionY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateQuaternionZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateQuaternionZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateQuaternionW(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateQuaternionW()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotationInterpolation(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotationInterpolation()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transformationMatrix()">
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_transformationMatrixPtr(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <param name="value">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transformationMatrixPtr()">
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivot(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivot()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotTranslate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotTranslate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotTranslateX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotTranslateX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotTranslateY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotTranslateY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scalePivotTranslateZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scalePivotTranslateZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateAxis(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateAxis()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateAxisX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateAxisX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateAxisY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateAxisY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateAxisZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateAxisZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_transMinusRotatePivot(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transMinusRotatePivot()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_transMinusRotatePivotX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transMinusRotatePivotX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_transMinusRotatePivotY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transMinusRotatePivotY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_transMinusRotatePivotZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_transMinusRotatePivotZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_minTransLimit(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_minTransLimit()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_minTransXLimit(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_minTransXLimit()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_minTransYLimit(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_minTransYLimit()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_minTransZLimit(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_minTransZLimit()">
      <returns>Returns a MObject.</returns>
    </member>
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      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_overrideEnabled(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_overrideEnabled()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_overrideVisibility(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_overrideVisibility()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_overrideColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_overrideColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_lodVisibility(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_lodVisibility()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_renderInfo(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_renderInfo()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_identification(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_identification()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_layerRenderable(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_layerRenderable()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_layerOverrideColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_layerOverrideColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_renderLayerInfo(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_renderLayerInfo()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_renderLayerId(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_renderLayerId()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_renderLayerRenderable(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_renderLayerRenderable()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_renderLayerColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_renderLayerColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_translate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_translate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_translateX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_translateX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_translateY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_translateY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_translateZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_translateZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotateOrder(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotateOrder()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scale(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scale()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scaleX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scaleX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scaleY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scaleY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_scaleZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_scaleZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_shear(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_shear()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_shearXY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_shearXY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_shearXZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_shearXZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_shearYZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_shearYZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivot(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivot()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotTranslate(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotTranslate()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotTranslateX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotTranslateX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotTranslateY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotTranslateY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_rotatePivotTranslateZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_rotatePivotTranslateZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getCPtr(Autodesk.Maya.OpenMaya.MPxTransform)">
      <param name="obj">MPxTransform</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.postConstructor()">
      <summary>
        <para>Post constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Internally maya creates two objects when a user defined node is created, the internal <ref>MObject</ref> and the user derived object. The association between the these two objects is not made until after the <ref>MPxNode</ref> constructor is called. This implies that no <ref>MPxNode</ref> member function can be called from the <ref>MPxNode</ref> constructor. The postConstructor will get called immediately after the constructor when it is safe to call any <ref>MPxNode</ref> member function. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kTransformNode</ref>.</para>
        <para>
          <section>
            <para>An enum specifying the node type.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.createTransformationMatrix()">
      <summary>
        <para>This method returns a new transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function that calls this method is responsible for deleting the transformation matrix.</para>
        <para>If a derived <ref>MPxTransformationMatrix</ref> is used as the transformation matrix for the node, then this method must be overridden.</para>
        <para>
          <section>
            <para>A pointer to the new transformation matrix. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPxTransformationMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.isBounded()">
      <summary>
        <para>This method should be overridden to return true if the user supplies a bounding box routine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Supplying a bounding box routine makes refresh and selection more efficient.</para>
        <para>
          <section>
            <para>A boolean value indicating whether a bounding box routine has been supplied. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.boundingBox()">
      <summary>
        <para>This method should be overridden to return a bounding box for the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is overridden, then <ref>MPxTransform::isBounded</ref> should also be overridden to return true.</para>
        <para>
          <section>
            <para>The bounding box of the transform. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.treatAsTransform()">
      <summary>
        <para>Maya's base transform node type is treated differently from node types which are derived from it. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For example, the 'viewFit' command does not include transform nodes in its calculations but does include pointConstraint nodes which are derived from the transform node.</para>
        <para>By default, all custom transform node types are treated the same as Maya's base transform node type. Using the same example, by default a custom transform node will be excluded from the 'viewFit' command's calculations.</para>
        <para>This method allows that default behaviour to be changed. By overriding this method to return false, a custom node can turn off the special treatment accorded to transform nodes and instead have itself treated the same as Maya treats derived transform nodes.</para>
        <para>
          <section>
            <para>True to be treated like a base transform node, false to be treated as a derived transform node. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.resetTransformation(Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>This method will reset the transformation matrix to one that is constructed with the passed <ref>MMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>How the new transformation matrix is created will depend on the transformation matrix class and its decomposeMatrix() method.</para>
        <para />
      </remarks>
      <param name="arg0">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.resetTransformation(Autodesk.Maya.OpenMaya.MPxTransformationMatrix)">
      <summary>
        <para>This method will reset the transformation matrix to one that is constructed with the passed <ref>MMatrix</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>How the new transformation matrix is created will depend on the transformation matrix class and its decomposeMatrix() method.</para>
        <para />
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.compute(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>The transform's compute method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The compute method should call any supporting methods to proper handle limits as well as the cases where the plug's value should not change. The <ref>MPlug::isFreeToChange()</ref> method is used to determine if a plug's value may be changed.</para>
        <para>When the compute method on derived classes is invoked for an attribute not handled by the derived class, the derived class should call <ref>MPxTransform::compute</ref> to allow the base classes to handle the attribute.</para>
      </remarks>
      <param name="plug">The plug to compute. </param>
      <param name="data">MDataBlock</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.computeLocalTransformation(Autodesk.Maya.OpenMaya.MPxTransformationMatrix,Autodesk.Maya.OpenMaya.MDataBlock)">
      <summary>
        <para>This method computes the transformation matrix for a passed data block and places the output into a passed transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The caller needs to allocate space for the passed transformation matrix.</para>
      </remarks>
      <param name="arg0">MPxTransformationMatrix</param>
      <param name="arg1">MDataBlock</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.clearLimits()">
      <summary>
        <para>This method turns off all of the limits and sets them to their default values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Before this method is called, the base class clears all of the limits on the standard transform attributes, so this method only needs to be implemented for custom transform attributes.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.isLimited(Autodesk.Maya.OpenMaya.MFnTransform+LimitType)">
      <summary>
        <para>Determine if the specified limit attribute is enabled or disabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Returns true if the limit is enabled, otherwise false is returned.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">An enum specifying the type of limit to query. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.limitValue(Autodesk.Maya.OpenMaya.MFnTransform+LimitType)">
      <summary>
        <para>Returns the current value of the specified limit in internal units as a double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Returns the current value of the specified limit in internal units as a double.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">An enum indicating the type of limit to query. </param>
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setLimit(Autodesk.Maya.OpenMaya.MFnTransform+LimitType,System.Double)">
      <summary>
        <para>Change the limit value for the specified limit type, and automatically enable the limit to be true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="type">An enum indicating the limit to set. </param>
      <param name="value">The new limit value in internal units (centimeters or radians).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.enableLimit(Autodesk.Maya.OpenMaya.MFnTransform+LimitType,System.Boolean)">
      <summary>
        <para>Enable or disable the limit value for the specified limit type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="type">An enum indicating the limit to enable or disable. </param>
      <param name="flag">The enable value; true will enable while false will disable the limit.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.validateAndSetValue(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MDataHandle,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>When a plug's value is set, and the plug is on a default transform attribute, or has been flagged by the <ref>mustCallValidateAndSet()</ref> method, then this method will be called. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The purpose of <ref>validateAndSetValue()</ref> is to enforce limits, constraints, or plug value locking.</para>
        <para>If the plug passed into this method is not an attribute related to the derived class, the derived class should call the validateAndSetValue method of its parent class in order to allow the base classes to handle their attributes.</para>
        <para>If any adjustments or corrections are required, they are placed in the data block and if the context is normal, into the cached transformation matrix. Values on the data block are in transform space.</para>
      </remarks>
      <param name="arg0">MPlug</param>
      <param name="arg1">MDataHandle</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getMatrix(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns a 4x4 matrix that is produced by applying all of the components of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transform as a <ref>MMatrix</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDGContext</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getMatrix()">
      <summary>
        <para>This method returns a 4x4 matrix that is produced by applying all of the components of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transform as a <ref>MMatrix</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getMatrixInverse(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the inverse of the 4x4 matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverse of the transform as a <ref>MMatrix</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDGContext</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getMatrixInverse()">
      <summary>
        <para>This method returns the inverse of the 4x4 matrix that describes this transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The inverse of the transform as a <ref>MMatrix</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getTranslation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the translation component of the transform as a <ref>MVector</ref> in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The translation <ref>MVector</ref> in internal units (centimeters).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the translation component of the transform as a <ref>MVector</ref> in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The translation <ref>MVector</ref> in internal units (centimeters).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getTranslation()">
      <summary>
        <para>This method returns the translation component of the transform as a <ref>MVector</ref> in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The translation <ref>MVector</ref> in internal units (centimeters).</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Set the translation component of the transform in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Set the translation component of the transform in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Set the translation component of the transform in centimeters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Add to the translation component by translating relative to the existing transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The transform value should be in internal units (centimeters).</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Add to the translation component by translating relative to the existing transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The transform value should be in internal units (centimeters).</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.translateBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Add to the translation component by translating relative to the existing transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The transform value should be in internal units (centimeters).</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the rotation of the transform as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MQuaternion::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotate component of the transform as a quaternion.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the rotation of the transform as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MQuaternion::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotate component of the transform as a quaternion.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotation()">
      <summary>
        <para>This method returns the rotation of the transform as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MQuaternion::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotate component of the transform as a quaternion.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getEulerRotation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the rotation component of the transform as a euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MEulerRotation::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotation component of the transform as an euler rotation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getEulerRotation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotation component of the transform as a euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MEulerRotation::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotation component of the transform as an euler rotation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getEulerRotation()">
      <summary>
        <para>Returns the rotation component of the transform as a euler rotation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is returned in <ref>MSpace::kTransform</ref> space. If an invalid space is used, <ref>MEulerRotation::identity</ref> will be returned.</para>
        <para>
          <section>
            <para>The rotation component of the transform as an euler rotation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid space </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MQuaternion</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MQuaternion</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MQuaternion</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MQuaternion</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateTo(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets the rotation component of the transform using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotation is performed in <ref>MSpace::kTransform</ref> space. The transform's existing order of rotation is preserved.</para>
        <para>
          <section>
            <para>Return Status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.rotateBy(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Adds to the rotation component of the transform by rotating relative to the existing transformation using a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The only valid transformation spaces for this method are <ref>MSpace::kTransform</ref> and <ref>MSpace::kPreTransform</ref>. All other spaces are treated as being equivalent to <ref>MSpace::kTransform</ref>. The transform's existing order of rotation is preserved.</para>
      </remarks>
      <param name="arg0">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScale(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the space is invalid a &lt;1.0, 1.0, 1.0&gt; vector is returned.</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the x, y, and z scale components</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScale(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the space is invalid a &lt;1.0, 1.0, 1.0&gt; vector is returned.</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the x, y, and z scale components</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScale()">
      <summary>
        <para>Returns the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the space is invalid a &lt;1.0, 1.0, 1.0&gt; vector is returned.</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the x, y, and z scale components</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method will set the scale of the transform to the passed value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method will set the scale of the transform to the passed value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method will set the scale of the transform to the passed value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method will apply a relative scale to an existing scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method will apply a relative scale to an existing scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.scaleBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method will apply a relative scale to an existing scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getShear(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Get the shear value for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the xy, xz, yz values of shear.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space specification. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getShear(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Get the shear value for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the xy, xz, yz values of shear.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space specification. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getShear()">
      <summary>
        <para>Get the shear value for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A <ref>MVector</ref> holding the xy, xz, yz values of shear.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space specification. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>The method sets the shear component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearTo(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>The method sets the shear component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearTo(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>The method sets the shear component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method will apply a relative shear to the existing shear. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearBy(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method will apply a relative shear to the existing shear. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.shearBy(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method will apply a relative shear to the existing shear. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivot(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the position of the pivot used by the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the scale pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the position of the pivot used by the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the scale pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivot()">
      <summary>
        <para>This method returns the position of the pivot used by the scale component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the scale pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivot(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the position of the pivot used by the rotate component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the rotate pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivot(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the position of the pivot used by the rotate component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the rotate pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivot()">
      <summary>
        <para>This method returns the position of the pivot used by the rotate component of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is represented in internal units (centimeters).</para>
        <para>
          <section>
            <para>A <ref>MPoint</ref> given the position of the rotate pivot in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is an offset applied to the transform to allow adjustments to the scale pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the scale pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is an offset applied to the transform to allow adjustments to the scale pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the scale pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getScalePivotTranslation()">
      <summary>
        <para>This method returns the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is an offset applied to the transform to allow adjustments to the scale pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the scale pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method returns the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is an offset applied to the transform to allow adjustments to the rotate pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the rotate pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <param name="arg1">MDGContext</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivotTranslation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method returns the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is an offset applied to the transform to allow adjustments to the rotate pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the rotate pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Space</param>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotatePivotTranslation()">
      <summary>
        <para>This method returns the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is an offset applied to the transform to allow adjustments to the rotate pivot to be made without changing the overall transform.</para>
        <para>
          <section>
            <para>An <ref>MVector</ref> containing the value of the rotate pivot translation in centimeters.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method sets the position of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the scale pivot translation will be adjusted such that the overall transform remains unchanged after the new scale pivot is set.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Should transform be rebalanced afterward? </param>
      <param name="arg3">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>This method sets the position of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the scale pivot translation will be adjusted such that the overall transform remains unchanged after the new scale pivot is set.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Should transform be rebalanced afterward? </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method sets the position of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the scale pivot translation will be adjusted such that the overall transform remains unchanged after the new scale pivot is set.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method sets the position of the scale pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the scale pivot translation will be adjusted such that the overall transform remains unchanged after the new scale pivot is set.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method sets the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is normally used to automatically compensate for changes in the scale pivot when the <ref>setScalePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method sets the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is normally used to automatically compensate for changes in the scale pivot when the <ref>setScalePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method sets the scale pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scale pivot translation is normally used to automatically compensate for changes in the scale pivot when the <ref>setScalePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method sets the position of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the rotate pivot translation will be adjusted such that the overall transform remains unchanged after the new rotate pivot is set.</para>
        <para>If an invalid space is used, the rotate pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Should transform be rebalanced afterward? </param>
      <param name="arg3">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>This method sets the position of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the rotate pivot translation will be adjusted such that the overall transform remains unchanged after the new rotate pivot is set.</para>
        <para>If an invalid space is used, the rotate pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
      <param name="balance">Should transform be rebalanced afterward? </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method sets the position of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the rotate pivot translation will be adjusted such that the overall transform remains unchanged after the new rotate pivot is set.</para>
        <para>If an invalid space is used, the rotate pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method sets the position of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the rotate pivot translation will be adjusted such that the overall transform remains unchanged after the new rotate pivot is set.</para>
        <para>If an invalid space is used, the rotate pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method sets the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is normally used to automatically compensate for changes in the rotate pivot when the <ref>setRotatePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
      <param name="arg2">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method sets the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is normally used to automatically compensate for changes in the rotate pivot when the <ref>setRotatePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
      <param name="arg1">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method sets the rotate pivot translation in internal units (centimeters). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate pivot translation is normally used to automatically compensate for changes in the rotate pivot when the <ref>setRotatePivot()</ref> method is used.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotationOrder(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that there are two different enumerations used to represent order of rotation: <ref>MTransformationMatrix::RotationOrder</ref> and <ref>MEulerRotation::RotationOrder</ref>. The actual value stored in the transform's rotateOrder attribute is an <ref>MEulerRotation::RotationOrder</ref>. The value returned by this method is the corresponding <ref>MTransformationMatrix::RotationOrder</ref> value. If you need to convert between these two rotation order representations use the <ref>MPxTransformationMatrix::convertTransformationRotationOrder</ref> and <ref>MPxTransformationMatrix::convertEulerRotationOrder</ref> methods.</para>
        <para>
          <section>
            <para>The <ref>MTransformationMatrix::RotationOrder</ref> enum describing the rotation order of the transform. </para>
          </section>
        </para>
      </remarks>
      <param name="apiContext">MDGContext</param>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotationOrder()">
      <summary>
        <para>Returns the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that there are two different enumerations used to represent order of rotation: <ref>MTransformationMatrix::RotationOrder</ref> and <ref>MEulerRotation::RotationOrder</ref>. The actual value stored in the transform's rotateOrder attribute is an <ref>MEulerRotation::RotationOrder</ref>. The value returned by this method is the corresponding <ref>MTransformationMatrix::RotationOrder</ref> value. If you need to convert between these two rotation order representations use the <ref>MPxTransformationMatrix::convertTransformationRotationOrder</ref> and <ref>MPxTransformationMatrix::convertEulerRotationOrder</ref> methods.</para>
        <para>
          <section>
            <para>The <ref>MTransformationMatrix::RotationOrder</ref> enum describing the rotation order of the transform. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a RotationOrder.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,System.Boolean,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Sets the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the getRotationOrder method for a discussion of the difference between <ref>MTransformationMatrix::RotationOrder</ref> values and <ref>MEulerRotation::RotationOrder</ref> values.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ro">The new rotation order as a MTransformationMatrix::RotationOrder enum. </param>
      <param name="reorder">If true, rotations will be adjusted so that the net transformation under the new order will be the same as it was under the old order. </param>
      <param name="apiContext">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder,System.Boolean)">
      <summary>
        <para>Sets the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the getRotationOrder method for a discussion of the difference between <ref>MTransformationMatrix::RotationOrder</ref> values and <ref>MEulerRotation::RotationOrder</ref> values.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ro">The new rotation order as a MTransformationMatrix::RotationOrder enum. </param>
      <param name="reorder">If true, rotations will be adjusted so that the net transformation under the new order will be the same as it was under the old order. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotationOrder(Autodesk.Maya.OpenMaya.MTransformationMatrix+RotationOrder)">
      <summary>
        <para>Sets the rotation order used by the rotation component of the transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See the getRotationOrder method for a discussion of the difference between <ref>MTransformationMatrix::RotationOrder</ref> values and <ref>MEulerRotation::RotationOrder</ref> values.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="ro">The new rotation order as a MTransformationMatrix::RotationOrder enum. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotateOrientation(Autodesk.Maya.OpenMaya.MSpace+Space,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the value associated with the rotateAxis attribute on this node. The rotate orientation value is used to orient the local rotation space of the transform.</para>
        <para>
          <section>
            <para>A <ref>MQuaternion</ref> representing the rotate orientation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="apiSpace">Space</param>
      <param name="apiContext">MDGContext</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotateOrientation(Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the value associated with the rotateAxis attribute on this node. The rotate orientation value is used to orient the local rotation space of the transform.</para>
        <para>
          <section>
            <para>A <ref>MQuaternion</ref> representing the rotate orientation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="apiSpace">Space</param>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.getRotateOrientation()">
      <summary>
        <para>Returns the rotate orientation for the transformation matrix as a quaternion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is the value associated with the rotateAxis attribute on this node. The rotate orientation value is used to orient the local rotation space of the transform.</para>
        <para>
          <section>
            <para>A <ref>MQuaternion</ref> representing the rotate orientation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MQuaternion.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method sets the rotate orientation for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is used to define the local rotation space. The rotate orientation is the value associated with the rotateAxis attribute on this node.</para>
        <para>The balance argument allows the rotate orientation to be changed without affecting the overall transformation. The rotate value is adjusted to compensate for the change in rotate orientation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
      <param name="apiSpace">Space</param>
      <param name="balance">If true is used, then the rotation will change to compensate for the change in the rotate orientation. </param>
      <param name="apiContext">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space,System.Boolean)">
      <summary>
        <para>This method sets the rotate orientation for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is used to define the local rotation space. The rotate orientation is the value associated with the rotateAxis attribute on this node.</para>
        <para>The balance argument allows the rotate orientation to be changed without affecting the overall transformation. The rotate value is adjusted to compensate for the change in rotate orientation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
      <param name="apiSpace">Space</param>
      <param name="balance">If true is used, then the rotation will change to compensate for the change in the rotate orientation. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion,Autodesk.Maya.OpenMaya.MSpace+Space)">
      <summary>
        <para>This method sets the rotate orientation for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is used to define the local rotation space. The rotate orientation is the value associated with the rotateAxis attribute on this node.</para>
        <para>The balance argument allows the rotate orientation to be changed without affecting the overall transformation. The rotate value is adjusted to compensate for the change in rotate orientation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
      <param name="apiSpace">Space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setRotateOrientation(Autodesk.Maya.OpenMaya.MQuaternion)">
      <summary>
        <para>This method sets the rotate orientation for this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rotate orientation is used to define the local rotation space. The rotate orientation is the value associated with the rotateAxis attribute on this node.</para>
        <para>The balance argument allows the rotate orientation to be changed without affecting the overall transformation. The rotate value is adjusted to compensate for the change in rotate orientation.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="q">MQuaternion</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.updateMatrixAttrs(Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method is used only for the <ref>MPxTransform</ref> and <ref>MPxTransform</ref> derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will ensure that the values which change the resulting 4x4 matrix are current. It should be called before getting values that affect the matrix calculation.</para>
        <para>If only a specific value needs to be updated, then use the <ref>updateMatrixAttrs(MObject &amp;attr, const MDGContext &amp;context)</ref> method.</para>
        <para />
      </remarks>
      <param name="apiContext">MDGContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.updateMatrixAttrs()">
      <summary>
        <para>This method is used only for the <ref>MPxTransform</ref> and <ref>MPxTransform</ref> derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will ensure that the values which change the resulting 4x4 matrix are current. It should be called before getting values that affect the matrix calculation.</para>
        <para>If only a specific value needs to be updated, then use the <ref>updateMatrixAttrs(MObject &amp;attr, const MDGContext &amp;context)</ref> method.</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.updateMatrixAttrs(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDGContext)">
      <summary>
        <para>This method is used only for the <ref>MPxTransform</ref> and <ref>MPxTransform</ref> derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will ensure that the values which change the resulting 4x4 matrix are current. It should be called before getting values that affect the matrix calculation.</para>
        <para>If only a specific value needs to be updated, then use the <ref>updateMatrixAttrs(MObject &amp;attr, const MDGContext &amp;context)</ref> method.</para>
        <para />
      </remarks>
      <param name="attr">MObject</param>
      <param name="context">The context to use when updating the values. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.updateMatrixAttrs(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method is used only for the <ref>MPxTransform</ref> and <ref>MPxTransform</ref> derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will ensure that the values which change the resulting 4x4 matrix are current. It should be called before getting values that affect the matrix calculation.</para>
        <para>If only a specific value needs to be updated, then use the <ref>updateMatrixAttrs(MObject &amp;attr, const MDGContext &amp;context)</ref> method.</para>
        <para />
      </remarks>
      <param name="attr">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.mustCallValidateAndSet(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method must be called in the initialize() method for all attributes that affect the matrix of the transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will ensure that the matrix is properly calculated when the passed attribute is changed and that the validateAndSetValue method will get called for this attribute.</para>
        <para>It is only for <ref>MPxTransform</ref> derived classes.</para>
        <para>If a custom attribute on an <ref>MPxTransform</ref> derived classes is declared as "mustValidateAndSetValue", then the validateAndSetValue method must be implemented, so that it takes the data out of the data handle, and sets it into the datablock of the node.</para>
        <para />
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.setNonAffineMatricesEnabled(System.Boolean)">
      <summary>
        <para>Normal Maya transforms consist of translate, rotate, scale, and shear. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All of these transform types produce an affine matrix. With <ref>MPxTransform</ref> it is possible to introduce non-affine matrices into places that previously did not consider their effects.</para>
        <para>If non-affine matrices are enabled, then all calculations which require additional operations when handling non-affine matrices will perform the addition mathematical operations.</para>
        <para>This is a static method and will affect all transforms when enabled.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.isNonAffineMatricesEnabled()">
      <summary>
        <para>This method returns true is non-affine matrix calculations are being used for transforms. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if non-affine matrix calculations are enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.copyInternalData(Autodesk.Maya.OpenMaya.MPxNode)">
      <summary>
        <para>This function copies the internal data of the transform node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MPxNode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyMatrix()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyRotation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="e">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyScale(Autodesk.Maya.OpenMaya.MVector)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyShear(Autodesk.Maya.OpenMaya.MVector)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyRotateOrientation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="e">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyScalePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="p">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyRotatePivot(Autodesk.Maya.OpenMaya.MPoint)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="p">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyScalePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform._dirtyRotatePivotTranslation(Autodesk.Maya.OpenMaya.MVector)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="v">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBox(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBox()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMin(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMin()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMinX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMinX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMinY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMinY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMinZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMinZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMax(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMax()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMaxX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMaxX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMaxY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMaxY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxMaxZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxMaxZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxSize(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxSize()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxSizeX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxSizeX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxSizeY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxSizeY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.set_nodeBoundingBoxSizeZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPxTransform.get_nodeBoundingBoxSizeZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBox">
      <summary>
        <para>bounding box attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMin">
      <summary>
        <para>bounding box minimum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMinX">
      <summary>
        <para>X component of nodeBoundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMinY">
      <summary>
        <para>Y component of nodeBoundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMinZ">
      <summary>
        <para>Z component of nodeBoundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMax">
      <summary>
        <para>bounding box maximum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMaxX">
      <summary>
        <para>X component of nodeBoundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMaxY">
      <summary>
        <para>Y component of nodeBoundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxMaxZ">
      <summary>
        <para>Z component of nodeBoundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxSize">
      <summary>
        <para>bounding box size vector </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxSizeX">
      <summary>
        <para>X component of nodeBoundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxSizeY">
      <summary>
        <para>Y component of nodeBoundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.nodeBoundingBoxSizeZ">
      <summary>
        <para>Z component of nodeBoundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.center">
      <summary>
        <para>object center attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.boundingBoxCenterX">
      <summary>
        <para>X component of the bounding box center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.boundingBoxCenterY">
      <summary>
        <para>Y component of the bounding box center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.boundingBoxCenterZ">
      <summary>
        <para>Z component of the bounding box center. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.matrix">
      <summary>
        <para>matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.inverseMatrix">
      <summary>
        <para>inverse matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.worldMatrix">
      <summary>
        <para>world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.worldInverseMatrix">
      <summary>
        <para>Inverse world matrix attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.parentMatrix">
      <summary>
        <para>Parent matrix attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.parentInverseMatrix">
      <summary>
        <para>Inverse parent matrix attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.visibility">
      <summary>
        <para>Visibility attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.intermediateObject">
      <summary>
        <para>Intermediate object attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.isTemplated">
      <summary>
        <para>Template attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.ghosting">
      <summary>
        <para>Ghosting attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.instObjGroups">
      <summary>
        <para>Instances object group info attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.objectGroups">
      <summary>
        <para>Object groups attributes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.objectGrpCompList">
      <summary>
        <para>Component in object groups attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.objectGroupId">
      <summary>
        <para>Group id attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.objectGroupColor">
      <summary>
        <para>Group id attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.useObjectColor">
      <summary>
        <para>Controls choice of wireframe dormant object color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.objectColor">
      <summary>
        <para>The per object dormant wireframe color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.drawOverride">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideDisplayType">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideLevelOfDetail">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideShading">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideTexturing">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overridePlayback">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideEnabled">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideVisibility">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.overrideColor">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.lodVisibility">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.renderInfo">
      <summary>
        <para>Obsolete attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.identification">
      <summary>
        <para>Obsolete attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.layerRenderable">
      <summary>
        <para>Obsolete attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.layerOverrideColor">
      <summary>
        <para>Obsolete attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.renderLayerInfo">
      <summary>
        <para>Render layer attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.renderLayerId">
      <summary>
        <para>Render layer attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.renderLayerRenderable">
      <summary>
        <para>Render layer attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.renderLayerColor">
      <summary>
        <para>Render layer attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.translate">
      <summary>
        <para>translate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.translateX">
      <summary>
        <para>translateX attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.translateY">
      <summary>
        <para>translateY attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.translateZ">
      <summary>
        <para>translateZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotate">
      <summary>
        <para>rotate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateX">
      <summary>
        <para>rotateX attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateY">
      <summary>
        <para>rotateY attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateZ">
      <summary>
        <para>rotateZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateOrder">
      <summary>
        <para>Rotate order attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scale">
      <summary>
        <para>scale attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scaleX">
      <summary>
        <para>scaleX attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scaleY">
      <summary>
        <para>scaleY attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scaleZ">
      <summary>
        <para>scaleZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.shear">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.shearXY">
      <summary>
        <para>shearXY attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.shearXZ">
      <summary>
        <para>shearXZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.shearYZ">
      <summary>
        <para>shearYZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivot">
      <summary>
        <para>rotate pivot attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>This method sets the position of the rotate pivot. </para>
      </summary>
      <remarks>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the rotate pivot translation will be adjusted such that the overall transform remains unchanged after the new rotate pivot is set.</para>
        <para>If an invalid space is used, the rotate pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotX">
      <summary>
        <para>rotate pivot X attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotY">
      <summary>
        <para>rotate pivot Y attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotZ">
      <summary>
        <para>rotate pivot Z attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotTranslate">
      <summary>
        <para>rotate pivot translate attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotTranslateX">
      <summary>
        <para>rotate pivot translate X attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotTranslateY">
      <summary>
        <para>rotate pivot translate Y attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotatePivotTranslateZ">
      <summary>
        <para>rotate pivot translate Z attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivot">
      <summary>
        <para>scale pivot attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>This method sets the position of the scale pivot. </para>
      </summary>
      <remarks>
        <para>The position of the pivot is defined as a <ref>MPoint</ref> in internal units (centimeters).</para>
        <para>If the balance argument is true, then the scale pivot translation will be adjusted such that the overall transform remains unchanged after the new scale pivot is set.</para>
        <para>If an invalid space is used, the scale pivot will not change.</para>
        <para>
          <section>
            <para>Return status.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> The method failed due to an invalid space being used. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotX">
      <summary>
        <para>scale pivot X attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotY">
      <summary>
        <para>scale pivot Y attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotZ">
      <summary>
        <para>scale pivot Z attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotTranslate">
      <summary>
        <para>Scale pivot translate attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotTranslateX">
      <summary>
        <para>scale pivot translate X attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotTranslateY">
      <summary>
        <para>scale pivot translate Y attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.scalePivotTranslateZ">
      <summary>
        <para>scale pivot translate Z attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateAxis">
      <summary>
        <para>Rotate orientation attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateAxisX">
      <summary>
        <para>rotate orientation X attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateAxisY">
      <summary>
        <para>rotate orientation Y attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateAxisZ">
      <summary>
        <para>rotate orientation Z attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transMinusRotatePivot">
      <summary>
        <para>translate minus rotate pivot attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transMinusRotatePivotX">
      <summary>
        <para>translateX minus rotate pivotX attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transMinusRotatePivotY">
      <summary>
        <para>translateY minus rotate pivotY attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transMinusRotatePivotZ">
      <summary>
        <para>translateZ minus rotate pivotZ attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransLimit">
      <summary>
        <para>Minumum translation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransXLimit">
      <summary>
        <para>Minimum translate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransYLimit">
      <summary>
        <para>Minimum translate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransZLimit">
      <summary>
        <para>Minimum translate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransLimit">
      <summary>
        <para>Maximum translation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransXLimit">
      <summary>
        <para>Maximum translate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransYLimit">
      <summary>
        <para>Maximum translate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransZLimit">
      <summary>
        <para>Maximum translate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransLimitEnable">
      <summary>
        <para>Enable the mimimum translation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransXLimitEnable">
      <summary>
        <para>Enable the minimum translate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransYLimitEnable">
      <summary>
        <para>Enable the minimum translate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minTransZLimitEnable">
      <summary>
        <para>Enable the minimum translate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransLimitEnable">
      <summary>
        <para>Enable the maximum translation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransXLimitEnable">
      <summary>
        <para>Enable the maximum translate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransYLimitEnable">
      <summary>
        <para>Enable the maximum translate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxTransZLimitEnable">
      <summary>
        <para>Enable the maximum translate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotLimit">
      <summary>
        <para>Minimum rotation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotXLimit">
      <summary>
        <para>Minimum rotate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotYLimit">
      <summary>
        <para>Minimum rotate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotZLimit">
      <summary>
        <para>Minimum rotate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotLimit">
      <summary>
        <para>Maximum rotation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotXLimit">
      <summary>
        <para>Maximum rotate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotYLimit">
      <summary>
        <para>Maximum rotate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotZLimit">
      <summary>
        <para>Maximum rotate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotLimitEnable">
      <summary>
        <para>Enable minimum rotation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotXLimitEnable">
      <summary>
        <para>Enable minimum rotate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotYLimitEnable">
      <summary>
        <para>Enable minimum rotate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minRotZLimitEnable">
      <summary>
        <para>Enable minimum rotate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotLimitEnable">
      <summary>
        <para>Enable maximum rotation limits attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotXLimitEnable">
      <summary>
        <para>Enable maximum rotate X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotYLimitEnable">
      <summary>
        <para>Enable maximum rotate Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxRotZLimitEnable">
      <summary>
        <para>Enable maximum rotate Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleLimit">
      <summary>
        <para>Minimum scale limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleXLimit">
      <summary>
        <para>Minimum scale X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleYLimit">
      <summary>
        <para>Minimum scale Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleZLimit">
      <summary>
        <para>Minimum scale Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleLimit">
      <summary>
        <para>Maximum scale limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleXLimit">
      <summary>
        <para>Maximum scale X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleYLimit">
      <summary>
        <para>Maximum scale Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleZLimit">
      <summary>
        <para>Maximum scale Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleLimitEnable">
      <summary>
        <para>Enable minimum scale limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleXLimitEnable">
      <summary>
        <para>Enable minimum scale X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleYLimitEnable">
      <summary>
        <para>Enable minimum scale Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.minScaleZLimitEnable">
      <summary>
        <para>Enable minimum scale Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleLimitEnable">
      <summary>
        <para>Enable aximum scale limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleXLimitEnable">
      <summary>
        <para>Enable maximum scale X limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleYLimitEnable">
      <summary>
        <para>Enable maximum scale Y limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.maxScaleZLimitEnable">
      <summary>
        <para>Enable maximum scale Z limit attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.geometry">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.xformMatrix">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.selectHandle">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.selectHandleX">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.selectHandleY">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.selectHandleZ">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.inheritsTransform">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.displayHandle">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.displayScalePivot">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.displayRotatePivot">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.displayLocalAxis">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.dynamics">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.showManipDefault">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.specifiedManipLocation">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateQuaternion">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateQuaternionX">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateQuaternionY">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateQuaternionZ">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotateQuaternionW">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.rotationInterpolation">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transformationMatrix">
      <summary>
        <para>This method returns a reference to the transformation matrix used by this transform. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The transformation matrix. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.transformationMatrixPtr">
      <summary>
        <para>This function returns the associated transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPxTransform.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.MetaData.AllStructureIterator" />
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.#ctor()" />
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.getCPtr(Autodesk.Maya.MetaData.AllStructureIterator)">
      <param name="obj">AllStructureIterator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.Dispose()" />
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.reset()" />
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.next()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AllStructureIterator.structure()">
      <returns>Returns a Structure.</returns>
    </member>
    <member name="T:Autodesk.Maya.MetaData.AssociationsIterator" />
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.#ctor()" />
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.#ctor(Autodesk.Maya.MetaData.AssociationsIterator)">
      <param name="arg0">AssociationsIterator</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.getCPtr(Autodesk.Maya.MetaData.AssociationsIterator)">
      <param name="obj">AssociationsIterator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.Dispose()" />
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.assign(Autodesk.Maya.MetaData.AssociationsIterator)">
      <param name="arg0">AssociationsIterator</param>
      <returns>Returns a AssociationsIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.notEqual(Autodesk.Maya.MetaData.AssociationsIterator)">
      <param name="arg0">AssociationsIterator</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.equalEqual(Autodesk.Maya.MetaData.AssociationsIterator)">
      <param name="arg0">AssociationsIterator</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.__ref__()">
      <returns>Returns a Channel.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.__deref__()">
      <returns>Returns a Channel.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.next()">
      <returns>Returns a AssociationsIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.valid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.Debug(Autodesk.Maya.MetaData.AssociationsIterator,Autodesk.Maya.MetaData.Print)">
      <param name="me">AssociationsIterator</param>
      <param name="request">Print</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.Debug(Autodesk.Maya.MetaData.AssociationsIterator,Autodesk.Maya.MetaData.Footprint)">
      <param name="me">AssociationsIterator</param>
      <param name="request">Footprint</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.findDataStream(System.String)">
      <param name="arg0">String</param>
      <returns>Returns a Stream.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.begin()">
      <returns>Returns a ChannelIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.end()">
      <returns>Returns a ChannelIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.cbegin()">
      <returns>Returns a ChannelIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.cend()">
      <returns>Returns a ChannelIterator.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.size()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsIterator.empty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="T:Autodesk.Maya.MetaData.AssociationsSerializer" />
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.getCPtr(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <param name="obj">AssociationsSerializer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.Dispose()" />
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.formatType()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.registerFormat(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <param name="fmt">AssociationsSerializer</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.deregisterFormat(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <param name="fmt">AssociationsSerializer</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSerializer.setDefaultFormat(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <param name="newDefault">AssociationsSerializer</param>
    </member>
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    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_WIDTH" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_HEIGHT" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_INTERNAL_FORMAT" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_STENCIL_INDEX1" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_STENCIL_INDEX4" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_STENCIL_INDEX8" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_STENCIL_INDEX16" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_RED_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_GREEN_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_BLUE_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_ALPHA_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_DEPTH_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_RENDERBUFFER_STENCIL_SIZE" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_READ_FRAMEBUFFER" />
    <member name="F:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNet.MGL_DRAW_FRAMEBUFFER" />
    <member name="T:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.Invoke(System.String)">
      <param name="message">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.BeginInvoke(System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.Invoke(System.String,System.String)">
      <param name="message">String</param>
      <param name="paramName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.BeginInvoke(System.String,System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="paramName">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.libOpenMayaRenderNetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData">
      <summary>
        <para>Data container for common rendering settings. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is a container that encapsulates the data for common rendering globals. The data is intended to be accessed using the following method:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes an empty object. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.#ctor()">
      <summary>
        <para>Default contructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes an empty object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getCPtr(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData)">
      <param name="obj">MCommonRenderSettingsData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.setPassName(System.String)">
      <summary>
        <para>Used with getImageName. Sets the pass name for later use. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Adds a pass subdirectory to the path for the image.</para>
        <para />
      </remarks>
      <param name="pass">The name of the field. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.setFieldName(System.String)">
      <summary>
        <para>Used with getImageName. Sets the field name for later use. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Adds a field subdirectory to the path for the image.</para>
        <para />
      </remarks>
      <param name="field">The name of the field. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Obtains the image name with the proper subdirectory structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compute the path for the image.</para>
        <para>The path type returned depends on which option has been specified by pathType: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The image path as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">decides file path format of the returned string. See above. </param>
      <param name="frameNumber">the frame number to be used. </param>
      <param name="sceneName">the scene name. </param>
      <param name="cameraName">the name of the camera rendering this image. </param>
      <param name="fileFormat">if not an empty string, use this file format instead of the one selected in the render settings to decide the final file name. </param>
      <param name="layer">render layer object from which this image is rendered. </param>
      <param name="createDirectory">if true, the image path directory will be created. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Obtains the image name with the proper subdirectory structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compute the path for the image.</para>
        <para>The path type returned depends on which option has been specified by pathType: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The image path as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">decides file path format of the returned string. See above. </param>
      <param name="frameNumber">the frame number to be used. </param>
      <param name="sceneName">the scene name. </param>
      <param name="cameraName">the name of the camera rendering this image. </param>
      <param name="fileFormat">if not an empty string, use this file format instead of the one selected in the render settings to decide the final file name. </param>
      <param name="layer">render layer object from which this image is rendered. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.String,System.Boolean)">
      <summary>
        <para>Obtains the image name with the proper subdirectory structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compute the path for the image.</para>
        <para>The path type returned depends on which option has been specified by pathType: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The image path as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">decides file path format of the returned string. See above. </param>
      <param name="frameNumber">the frame number to be used. </param>
      <param name="sceneName">the scene name. </param>
      <param name="cameraName">the name of the camera rendering this image. </param>
      <param name="fileFormat">if not an empty string, use this file format instead of the one selected in the render settings to decide the final file name. </param>
      <param name="layer">render layer object from which this image is rendered. </param>
      <param name="customTokenString">String</param>
      <param name="createDirectory">if true, the image path directory will be created. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.String)">
      <summary>
        <para>Obtains the image name with the proper subdirectory structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Compute the path for the image.</para>
        <para>The path type returned depends on which option has been specified by pathType: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>The image path as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">decides file path format of the returned string. See above. </param>
      <param name="frameNumber">the frame number to be used. </param>
      <param name="sceneName">the scene name. </param>
      <param name="cameraName">the name of the camera rendering this image. </param>
      <param name="fileFormat">if not an empty string, use this file format instead of the one selected in the render settings to decide the final file name. </param>
      <param name="layer">render layer object from which this image is rendered. </param>
      <param name="customTokenString">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.shouldRenderFrameAtTime(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,System.String,System.String,Autodesk.Maya.OpenMaya.MObject,System.String)">
      <param name="pathType">MpathType</param>
      <param name="frameNumber">Double</param>
      <param name="sceneName">String</param>
      <param name="cameraName">String</param>
      <param name="fileFormat">String</param>
      <param name="layer">MObject</param>
      <param name="customTokenString">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getBufferName(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.String,System.String,System.Boolean)">
      <summary>
        <para>Get image buffer name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name will be used when multiple buffers are rendered into the same image. This is only valid for image formats which support multiple buffers, such as OpenEXR.</para>
        <para>
          <section>
            <para>The name of buffer as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="renderPass">Render pass object of the this rendering image. </param>
      <param name="layer">render layer object pointer from which this image is rendered. </param>
      <param name="cameraName">The name of the camera rendering this image. </param>
      <param name="customTokenString">Space separated list of key-value pairs to replace in the buffer name (ex. "myToken1=myValue1 myToken2=myValue2"). </param>
      <param name="leaveUnmatchedTokens">whether to leave the unmatched tokens. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getBufferName(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.String,System.String)">
      <summary>
        <para>Get image buffer name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name will be used when multiple buffers are rendered into the same image. This is only valid for image formats which support multiple buffers, such as OpenEXR.</para>
        <para>
          <section>
            <para>The name of buffer as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="renderPass">Render pass object of the this rendering image. </param>
      <param name="layer">render layer object pointer from which this image is rendered. </param>
      <param name="cameraName">The name of the camera rendering this image. </param>
      <param name="customTokenString">Space separated list of key-value pairs to replace in the buffer name (ex. "myToken1=myValue1 myToken2=myValue2"). </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.getBufferName(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.String)">
      <summary>
        <para>Get image buffer name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This name will be used when multiple buffers are rendered into the same image. This is only valid for image formats which support multiple buffers, such as OpenEXR.</para>
        <para>
          <section>
            <para>The name of buffer as a string. </para>
          </section>
        </para>
      </remarks>
      <param name="renderPass">Render pass object of the this rendering image. </param>
      <param name="layer">render layer object pointer from which this image is rendered. </param>
      <param name="cameraName">The name of the camera rendering this image. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_namingScheme(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_namingScheme()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_framePadding(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_framePadding()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_namePattern(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_namePattern()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_imageFormat(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_imageFormat()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_customImageFormat(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_customImageFormat()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_frameStart(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_frameStart()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_frameEnd(Autodesk.Maya.OpenMaya.MTime)">
      <param name="value">MTime</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_frameEnd()">
      <returns>Returns a MTime.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_frameBy(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_frameBy()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_skipExistingFrames(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_skipExistingFrames()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_renderAll(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_renderAll()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_useCustomExt(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_useCustomExt()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_customExt(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_customExt()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_renumberFrames(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_renumberFrames()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_renumberStart(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_renumberStart()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_renumberBy(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_renumberBy()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_width(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_width()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_height(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_height()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_deviceAspectRatio(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_deviceAspectRatio()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_pixelAspectRatio(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_pixelAspectRatio()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_dotPerInch(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_dotPerInch()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_enableDefaultLight(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_enableDefaultLight()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_preMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_preMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_postMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_postMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_preRenderLayerMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_preRenderLayerMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_postRenderLayerMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_postRenderLayerMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_preRenderMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_preRenderMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.set_postRenderMel(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_postRenderMel()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_isAnimated()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_isMovieFormat()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_preRenderFrameCmd()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_postRenderFrameCmd()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.name">
      <summary>
        <para>Base name for the rendered image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.namingScheme">
      <summary>
        <para>File naming scheme. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.framePadding">
      <summary>
        <para>Number of padding zeros for the frame number. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.namePattern">
      <summary>
        <para>Single string that defines the whole naming convention. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.imageFormat">
      <summary>
        <para>Predefined supported image format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.customImageFormat">
      <summary>
        <para>Custom image format name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.frameStart">
      <summary>
        <para>First frame number. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.frameEnd">
      <summary>
        <para>Last frame number. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.frameBy">
      <summary>
        <para>Frame number step. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.skipExistingFrames" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.renderAll">
      <summary>
        <para>When false, only the selected objects should be rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.useCustomExt">
      <summary>
        <para>When true, overrides the default image format extension. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.customExt">
      <summary>
        <para>Custom format extension, when useCustomExt is true. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.renumberFrames">
      <summary>
        <para>When true, images need to be renumbered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This only affects the image names. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.renumberStart">
      <summary>
        <para>First image number, when renumbering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.renumberBy">
      <summary>
        <para>Image number step, when renumbering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.width">
      <summary>
        <para>Image width in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.height">
      <summary>
        <para>Image height in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.deviceAspectRatio">
      <summary>
        <para>Image aspect ratio. This is equal to pixelAspect * width / height. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.pixelAspectRatio">
      <summary>
        <para>Pixel aspect ratio. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.dotPerInch">
      <summary>
        <para>Dot per Inch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.enableDefaultLight">
      <summary>
        <para>When on, a default light should be created when no light is available in the scene. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.preMel">
      <summary>
        <para>The mel string to be executed before a scene is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.postMel">
      <summary>
        <para>The mel string to be executed after a scene is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.preRenderLayerMel">
      <summary>
        <para>The mel string to be executed before a render layer is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.postRenderLayerMel">
      <summary>
        <para>The mel string to be executed after a render layer is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.preRenderMel">
      <summary>
        <para>The mel string to be executed before a frame is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.postRenderMel">
      <summary>
        <para>The mel string to be executed after a frame is rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.isAnimated">
      <summary>
        <para>Determines if there is animation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the naming scheme corresponds to an animation </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.isMovieFormat">
      <summary>
        <para>Determines if the output format is a single movie file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if images will be stored in a single movie file. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.preRenderFrameCmd" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.postRenderFrameCmd" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType">
      <summary>
        <para>Defines the types file paths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kRelativePath">
      <summary>
        <para>Relative to the project. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kFullPathImage">
      <summary>
        <para>Full path. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kFullPathTmp">
      <summary>
        <para>Full path in the temporary directory. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType">
      <summary>
        <para>Defines the types file paths. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kRelativePath">
      <summary>
        <para>Relative to the project. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kFullPathImage">
      <summary>
        <para>Full path. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData.MpathType.kFullPathTmp">
      <summary>
        <para>Full path in the temporary directory. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MD3D9Renderer">
      <summary>
        <para>Access DirectX utility class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MD3D9Renderer</ref> is a wrapper class to provide access to Maya's DirectX resources. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.getCPtr(Autodesk.Maya.OpenMayaRender.MD3D9Renderer)">
      <param name="obj">MD3D9Renderer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.makeSwatchContextCurrent(System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Create a directX render target (or context) to render into for swatches. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">The width of the swatch image. </param>
      <param name="height">The height of the swatch image.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.setBackgroundColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Set the back ground color of the swatch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This clear the reading buffer as well.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="color">The color to which the backgorund color will be set.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.readSwatchContextPixels(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Reads out the current swatch context color buffer into an image format. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">The image to copy the swatch into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.set_theRenderer(Autodesk.Maya.OpenMayaRender.MD3D9Renderer)">
      <param name="value">MD3D9Renderer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.get_theRenderer()">
      <returns>Returns a MD3D9Renderer.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MD3D9Renderer.theRenderer">
      <summary>
        <para>Returns a static pointer to the hardware renderer wrapper class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Pointer to a <ref>MD3D9Renderer</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase">
      <summary>
        <para>Base user draw procedure class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides an interface through which a plug-in can be writen to implement a class to provide custom hardware drawing effects.</para>
        <para>The derived class can be added, removed, or reordered in a list of draw procedures used by the hardware renderer. Please refer to documentation for MhardwareRenderer for more details.</para>
        <para>Each procedure has a user defined string name and can be enabled or disabled. Name, and enabling methods must be defined.</para>
        <para>All derived classes must over the <ref>execute()</ref> method. This is the method that will be called by the hardware renderer to which the procedure is attached. The call will only be made if the procedure is enabled. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor for a draw procedure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the procedure is disabled.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.getCPtr(Autodesk.Maya.OpenMayaRender.MDrawProcedureBase)">
      <param name="obj">MDrawProcedureBase</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.execute()">
      <summary>
        <para>This method gets called by the renderer to execture the draw procedure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derived class of <ref>MDrawProcedureBase</ref> must implement this method as it defined as a pure virtual method on this class. The implementation is free to perform any drawing functionality from within this method.</para>
        <para>
          <section>
            <para>True if execution was successful. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.set_enabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.get_enabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.enabled">
      <summary>
        <para>This method returns whether the draw procedure is enabled or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Boolean indicating enable state. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method sets whether the draw procedure is enabled or not. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MDrawProcedureBase.name">
      <summary>
        <para>This method returns the name of the draw procedure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>This method sets the name for the draw procedure. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFnImageSource">
      <summary>
        <para>Function set for image sources. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>An image source is a node that is used in render graphs, e.g. compositing graphs, shading networks. It provides access to the images produced by 3D scene renderers, or 2D image processing tasks. This class provides functionality for working with image sources, e.g. retrieving the path of rendered image source files. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.getCPtr(Autodesk.Maya.OpenMayaRender.MFnImageSource)">
      <param name="obj">MFnImageSource</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kImageSource</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnImageSource". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.String&amp;)">
      <summary>
        <para>Return image path associated with this image source. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Path to image file. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> 'camera' is not a valid camera node, or 'renderLayer' is not a valid render layer node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">Project relative, full, or temporary directory. </param>
      <param name="frameNumber">Desired frame in image sequence. </param>
      <param name="sceneName">Scene for which image was rendered. </param>
      <param name="camera">Parent transform of the camera used to render the scene. </param>
      <param name="renderLayer">Render layer used to render scene. </param>
      <param name="bufferName">Name of the buffer containing the image, used with OpenEXR files. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.getImageName(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData+MpathType,System.Double,System.String,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Return image path associated with this image source. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Path to image file. </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> 'camera' is not a valid camera node, or 'renderLayer' is not a valid render layer node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pathType">Project relative, full, or temporary directory. </param>
      <param name="frameNumber">Desired frame in image sequence. </param>
      <param name="sceneName">Scene for which image was rendered. </param>
      <param name="camera">Parent transform of the camera used to render the scene. </param>
      <param name="renderLayer">Render layer used to render scene. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.sourceLayer(Autodesk.Maya.OpenMaya.MObject)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="currentLayer">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnImageSource.sourceCamera(Autodesk.Maya.OpenMaya.MObject)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="currentCamera">MObject</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFnRenderLayer">
      <summary>
        <para>Function set for render layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provide functionalities for working with render layers such as getting the objects present in the render layer or checking whether the given object is in the current layer. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.getCPtr(Autodesk.Maya.OpenMayaRender.MFnRenderLayer)">
      <param name="obj">MFnRenderLayer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kRenderLayer</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnRenderLayer". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.inLayer(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if the given shape is in this layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will check all container layers for transform containment. The <ref>MObject</ref> specified must be a shape node.</para>
        <para>
          <section>
            <para>True if the given node is in the layer, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="transform">MObject of the shape we are testing against. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.layerChildren(Autodesk.Maya.OpenMaya.MObjectArray,System.Boolean)">
      <summary>
        <para>Returns the container layers for this layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Container layers provide the ability for a given render layer to "contain" other render layers.</para>
      </remarks>
      <param name="children">MObjectArray</param>
      <param name="recurse">If true then the list operation will be applied recursively to any contained render layers which themselves contain other render layers.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.layerChildren(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns the container layers for this layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Container layers provide the ability for a given render layer to "contain" other render layers.</para>
      </remarks>
      <param name="children">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.inCurrentRenderLayer(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>The function checks if the given object is present in the current render layer or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the given object is in the current render layer, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objectPath">Path of the render layer object. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.listMembers(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns the objects present in the render layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="objectsInLayer">The array of MObjects, present in the layer.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.isPlugAdjusted(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>The function checks if the specified plug is adjusted or not; returns true if the plug is adjusted, else returns false. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the plug is adjusted, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scenePlug">The plug which needs to be checked for adjustment. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.adjustmentPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Returns the render layer adjustment value plug for the specified plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is no layer override on the plug, a copy of scenePlug is returned.</para>
        <para>
          <section>
            <para>The render layer adjustment plug.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scenePlug">The plug for which the adjustment is sought. </param>
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.externalRenderPasses(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>The function builds an array of unique render pass nodes (<ref>MObject</ref>) that are connected to the renderPass attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function descends recursively into render pass sets to collect all connected render passes.</para>
      </remarks>
      <param name="renderPassArray">Array to which the result of the search is written.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.passHasObject(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns true if the specified object instance contributes to the given render pass, based on the pass contribution maps attached to the layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does not verify whether the object instance or the renderPass are actually rendered by the layer.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderPass">a render pass node </param>
      <param name="objectPath">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.passHasLight(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Returns true if the specified light contributes to the given render pass, based on the pass contribution maps attached to this layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method does not verify whether the light or the renderPass are actually rendered by the layer.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderPass">a render pass node </param>
      <param name="light">a light shape node </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.findLayerByName(System.String)">
      <summary>
        <para>This function returns an <ref>MObject</ref> to a render layer that matches the specified name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If no render layer is found with the given name, <ref>MObject::kNullObj</ref> is returned.</para>
        <para>
          <section>
            <para>The matching render layer or <ref>MObject::kNullObj</ref> if no matching render layer was found.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderLayer">The name of the render layer. </param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.listAllRenderLayers(Autodesk.Maya.OpenMaya.MObjectArray)">
      <summary>
        <para>Returns the list of render layers currently in the system. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="rl">MObjectArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.get_defaultRenderLayer()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.get_currentLayer()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.defaultRenderLayer">
      <summary>
        <para>Returns the <ref>MObject</ref> for the defaultRenderLayer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This <ref>MObject</ref> can be used in <ref>MFnRenderLayer</ref>.</para>
        <para>
          <section>
            <para>The default render layer.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderLayer.currentLayer">
      <summary>
        <para>Returns the <ref>MObject</ref> for the current render layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This <ref>MObject</ref> can be used in <ref>MFnRenderLayer</ref>.</para>
        <para>
          <section>
            <para>The current render layer.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFnRenderPass">
      <summary>
        <para>Function set for render passes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provide functionalities for working with render passes such as retrieving renderer-specific implementations. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.getCPtr(Autodesk.Maya.OpenMayaRender.MFnRenderPass)">
      <param name="obj">MFnRenderPass</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kRenderPass</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnRenderPass". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.setImplementation(System.String)">
      <summary>
        <para>Returns the first render pass implementation compatible with the specified renderer and that supports the currently selected frame buffer data type and the selected number of channels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function should be called by the renderer plug-in once for each render pass at the beginning of the rendering process. The result of this query is cached for convenience and may be retrieved at any time without repeating the registry lookup by calling the <ref>getImplementation()</ref> method</para>
        <para>
          <section>
            <para>A pointer to the render implementation object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderer">string that identifies the the render and its version. The format of this string is specified by renderer plug-in. </param>
      <returns>Returns a MPxRenderPassImpl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.set_implementation(Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl)">
      <param name="value">MPxRenderPassImpl</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_implementation()">
      <returns>Returns a MPxRenderPassImpl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_frameBufferType()">
      <returns>Returns a PassTypeBit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_frameBufferChannels()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_usesFiltering()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_passID()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFnRenderPass.get_customTokenString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.implementation">
      <summary>
        <para>Returns the render pass implementation that was resolved by the previous call to setImplementation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Returns the first render pass implementation compatible with the specified renderer and that supports the currently selected frame buffer data type and the selected number of channels. </para>
      </summary>
      <remarks>
        <para>This function should be called by the renderer plug-in once for each render pass at the beginning of the rendering process. The result of this query is cached for convenience and may be retrieved at any time without repeating the registry lookup by calling the <ref>getImplementation()</ref> method</para>
        <para>
          <section>
            <para>A pointer to the render implementation object.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.frameBufferType">
      <summary>
        <para>Returns the data type of the frame buffer associated with the render pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.frameBufferChannels">
      <summary>
        <para>Returns the number of channels of the frame buffer associated with the render pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.usesFiltering">
      <summary>
        <para>Returns true if frame buffer filtering is requested. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This setting may be ignored in the cases of frame buffer types and frame buffer semantics that do not allow interpolation.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.passID">
      <summary>
        <para>Returns the passID string that uniquely identifies the renderpass definition associated with the pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MFnRenderPass.customTokenString">
      <summary>
        <para>Returns a custom token string that can be passed to <ref>MCommonRenderSettingsData::getImageName()</ref> to generate a file name for the pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occurred. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFrameContext" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getCPtr(Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="obj">MFrameContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.semanticToMatrixType(System.String)">
      <param name="value">String</param>
      <returns>Returns a MatrixType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getMatrix(Autodesk.Maya.OpenMayaRender.MFrameContext+MatrixType)">
      <param name="mtype">MatrixType</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.semanticToTupleType(System.String)">
      <param name="value">String</param>
      <returns>Returns a TupleType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getTuple(Autodesk.Maya.OpenMayaRender.MFrameContext+TupleType)">
      <param name="ttype">TupleType</param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getViewportDimensions(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <param name="originX">Int32&amp;</param>
      <param name="originY">Int32&amp;</param>
      <param name="width">Int32&amp;</param>
      <param name="height">Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getGlobalLineWidth()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getCurrentColorRenderTarget()">
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getCurrentDepthRenderTarget()">
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getDisplayStyle()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getLightingMode()">
      <returns>Returns a LightingMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getLightLimit()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getPostEffectEnabled(Autodesk.Maya.OpenMayaRender.MFrameContext+PostEffectType)">
      <param name="postEffectType">PostEffectType</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.getTransparencyAlgorithm()">
      <returns>Returns a TransparencyAlgorithm.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.inUserInteraction()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.userChangingViewContext()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MFrameContext.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType">
      <summary>
        <para>Matrices that can be accessed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldMtx">
      <summary>
        <para>Object to world matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldTransposeMtx">
      <summary>
        <para>Object to world matrix transpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldInverseMtx">
      <summary>
        <para>Object to world matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldTranspInverseMtx">
      <summary>
        <para>Object to world matrix transpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewMtx">
      <summary>
        <para>World to view matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewTransposeMtx">
      <summary>
        <para>World to view matrix tranpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewInverseMtx">
      <summary>
        <para>World to view matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewTranspInverseMtx">
      <summary>
        <para>World to view matrix transpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kProjectionMtx">
      <summary>
        <para>Projection matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kProjectionTranposeMtx">
      <summary>
        <para>Projection matrix tranpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kProjectionInverseMtx">
      <summary>
        <para>Projection matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kProjectionTranspInverseMtx">
      <summary>
        <para>Projection matrix tranpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewProjMtx">
      <summary>
        <para>View * projection matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewProjTranposeMtx">
      <summary>
        <para>View * projection matrix tranpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewProjInverseMtx">
      <summary>
        <para>View * projection matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kViewProjTranspInverseMtx">
      <summary>
        <para>View * projection matrix tranpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewMtx">
      <summary>
        <para>World * view matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewTransposeMtx">
      <summary>
        <para>World * view matrix transpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewInverseMtx">
      <summary>
        <para>World * view matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewTranspInverseMtx">
      <summary>
        <para>World * view matrix transpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewProjMtx">
      <summary>
        <para>World * view * projection matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewProjTransposeMtx">
      <summary>
        <para>World * view * projection matrix transpose. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewProjInverseMtx">
      <summary>
        <para>World * view * projection matrix inverse. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.MatrixType.kWorldViewProjTranspInverseMtx">
      <summary>
        <para>World * view * projection matrix tranpose inverse (adjoint) </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType">
      <summary>
        <para>Vectors or positions that can be accessed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType.kViewPosition">
      <summary>
        <para>View position. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType.kViewDirection">
      <summary>
        <para>View direction. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType.kViewUp">
      <summary>
        <para>View up vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType.kViewRight">
      <summary>
        <para>View right vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.TupleType.kViewportPixelSize">
      <summary>
        <para>Viewport size in pixels. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFrameContext.DisplayStyle">
      <summary>
        <para>Display styles for a 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.DisplayStyle.kGouraudShaded">
      <summary>
        <para>Gouraud shaded display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.DisplayStyle.kWireFrame">
      <summary>
        <para>Wire frame display. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.DisplayStyle.kBoundingBox">
      <summary>
        <para>Bounding box display. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MFrameContext.LightingMode">
      <summary>
        <para>Lighting mode used in this 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MFrameContext.LightingMode.kLightDefault">
      <summary>
        <para>Default light. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometry">
      <summary>
        <para>Geometric data cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MGeometry</ref> stores the collection of <ref>MGeometryData</ref> arrays which describe a Maya surface, including per-component data such as UV mapping and colour.</para>
        <para>Various methods are provided for returning <ref>MGeometryData</ref> containing the data for different properties of the geometry: the <ref>position()</ref> method returns position data, the <ref>normal()</ref> method returns normals, and so on.</para>
        <para>The <ref>primitiveArray()</ref> method returns <ref>MGeometryPrimitive</ref>'s which provide indexing into those property arrays for each primitive to be drawn. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.#ctor(Autodesk.Maya.OpenMayaRender.MGeometry)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="geom">MGeometry to copy. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometry)">
      <param name="obj">MGeometry</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.assign(Autodesk.Maya.OpenMayaRender.MGeometry)">
      <param name="rhs">MGeometry</param>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.primitiveArray(System.UInt32)">
      <summary>
        <para>Get the primitive indexing data for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The surface geometry may consist of more than one <ref>MGeometryPrimitive</ref>, each representing an array of primitives. For example, if the surface was composed of both triangles and quads there might be one <ref>MGeometryPrimitive</ref> for the triangles and a second for the quads. The <em>arrayNumber</em> parameter is used to select between these.</para>
        <para>Each <ref>MGeometryPrimitive</ref> contains indices which are used to map the <ref>MGeometryData</ref> returned by the other methods of this class onto the primitives. For example, if the returned <ref>MGeometryPrimitive</ref> is for an array of triangles it will contain three indices for each triangle. Those indices can be used to index into the position data returned by the <ref>position()</ref> method, the normal data returned by the <ref>normal()</ref> method, and so on.</para>
        <para>
          <section>
            <para>Primitive data structure, which may be empty. </para>
          </section>
        </para>
      </remarks>
      <param name="arrayNumber">Number of the index data to retrieve. Must be in the range 0 to primitiveArrayCount() - 1.</param>
      <returns>Returns a MGeometryPrimitive.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.position()">
      <summary>
        <para>Get the position data for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.normal()">
      <summary>
        <para>Get the normal data for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The normal data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.componentId()">
      <summary>
        <para>Get the Maya component id data for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This array allows you to correlate <ref>MGeometry</ref> entries with the corresponding component on the Maya surface (e.g. for meshes, this array will contains the vertex id).</para>
        <para>
          <section>
            <para>The component id data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.texCoord(System.String)">
      <summary>
        <para>Get a texture coordinate set by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The texture coordinate data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the set to return</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.color(System.String)">
      <summary>
        <para>Get a color set by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the set to return</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.tangent(System.String)">
      <summary>
        <para>Get a tangent set by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The tangent data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the uv set tangent data should be returned for</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.binormal(System.String)">
      <summary>
        <para>Get a binormal set by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The binormal data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <param name="name">the name of the uv set binormal data should be returned for</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.data(Autodesk.Maya.OpenMayaRender.MGeometryData+DataType,System.String)">
      <summary>
        <para>Get arbitrary surface data by name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The geometry data (which may be empty). </para>
          </section>
        </para>
      </remarks>
      <param name="what">the type of data requested </param>
      <param name="name">the name of the data set requested</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometry.get_primitiveArrayCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometry.primitiveArrayCount">
      <summary>
        <para>Get the number of primitive arrays for this surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of primitive arrays </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData">
      <summary>
        <para>Geometric data container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class allows storage of arbitrary data which is formated to be specifically suitable for usage using a 3D display interface such as OpenGL.</para>
        <para>Format options include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Currently, each element can be of a 1, 2, 3, 4 tuple. </para>
            </item>
            <item>
              <para>Element type can be IEEE single float or double float, signed or unsigned byte (character), 16 or 32 bit signed unsigned integers. </para>
            </item>
            <item>
              <para>There are specific "type" identifiers to provide a semantic on for the data. These include:</para>
              <para>
                <list type="bullet">
                  <item>
                    <para>position : vertex position vector </para>
                  </item>
                  <item>
                    <para>normal : vertex normal vector </para>
                  </item>
                  <item>
                    <para>texCoord : vertextexture coordinate vector </para>
                  </item>
                  <item>
                    <para>color : vertex color vector </para>
                  </item>
                  <item>
                    <para>weight : vertex skin weight vector </para>
                  </item>
                  <item>
                    <para>tangent : vertex tangent vector </para>
                  </item>
                  <item>
                    <para>binormal : vertex binormal vector </para>
                  </item>
                  <item>
                    <para>velocity : vertex velocity vector </para>
                  </item>
                  <item>
                    <para>primitiveCenter : center a primitive (e.g. a triangle) </para>
                  </item>
                  <item>
                    <para>colorMask : colour existance mask. 1:1 correspondance with color </para>
                  </item>
                  <item>
                    <para>useData : some user defined data. A semantic that Maya does not understand. </para>
                  </item>
                </list>
              </para>
            </item>
          </list>
        </para>
        <para>Currently Maya only interprets a fixed format subset for data with recongnized semantics, This does not mean that the user cannot create any arbitrary format for data storage. Support formats with semantics includes:</para>
        <para>
          <list type="bullet">
            <item>
              <para>3 float position interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>3 float normal interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>2 float texture coordinate. Coorindate is interpreted as a (U,V) tuple. </para>
            </item>
            <item>
              <para>4 float color. Color is interpreted as (Red, Green, Blue, Alpha) tuple. </para>
            </item>
            <item>
              <para>3 float tangent interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>3 float binormal interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>3 float velocity interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>3 float primitive center position interpreted as (x,y,z). </para>
            </item>
            <item>
              <para>1 float color mask interpreted as 1=mapped, and 0 = unmapped.</para>
            </item>
          </list>
Memory allocation of the correct size is left up to the user of this class.</para>
        <para>Memory can be marked as "owned" by this class or the user of this class. Ownership by this class is the default behaviour specified in the constructor. If the data is marked as being owned by the class, it is assumed that the data is created using a "new" operation, as the destructor of this class will use a "delete" operation to free memory.</para>
        <para>Internal Maya data which is passed to the user via this class is always assumed to be non-modifiable. <b>If modified, stability cannot be ensured.</b></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Geometry data constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Data is reference counted. On creation the reference count is set to be 1.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MGeometryData+DataType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementSize,System.UInt32,System.Object,System.Boolean)">
      <summary>
        <para>Geometry data constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Data is reference counted. On creation the reference count is set to be 1.</para>
        <para />
      </remarks>
      <param name="dataName">name of the data </param>
      <param name="dataType">type of data </param>
      <param name="elementType">element type </param>
      <param name="elementSize">size or dimension of an element. For example, a 3D position vector has three components per position (x, y, z) so it would have an elementSize of kThree. </param>
      <param name="elementCount">element count </param>
      <param name="dataPtr">pointer to contiguous block of data </param>
      <param name="ownsData">flag to tell if the instance owns the data or not. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MGeometryData+DataType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementSize,System.UInt32,System.Object)">
      <summary>
        <para>Geometry data constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Data is reference counted. On creation the reference count is set to be 1.</para>
        <para />
      </remarks>
      <param name="dataName">name of the data </param>
      <param name="dataType">type of data </param>
      <param name="elementType">element type </param>
      <param name="elementSize">size or dimension of an element. For example, a 3D position vector has three components per position (x, y, z) so it would have an elementSize of kThree. </param>
      <param name="elementCount">element count </param>
      <param name="dataPtr">pointer to contiguous block of data </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MGeometryData+DataType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementType,Autodesk.Maya.OpenMayaRender.MGeometryData+ElementSize,System.UInt32)">
      <summary>
        <para>Geometry data constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Data is reference counted. On creation the reference count is set to be 1.</para>
        <para />
      </remarks>
      <param name="dataName">name of the data </param>
      <param name="dataType">type of data </param>
      <param name="elementType">element type </param>
      <param name="elementSize">size or dimension of an element. For example, a 3D position vector has three components per position (x, y, z) so it would have an elementSize of kThree. </param>
      <param name="elementCount">element count </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.#ctor(Autodesk.Maya.OpenMayaRender.MGeometryData)">
      <summary>
        <para>Geometry data constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Data is reference counted. On creation the reference count is set to be 1.</para>
        <para />
      </remarks>
      <param name="arg0">MGeometryData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometryData)">
      <param name="obj">MGeometryData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.data()">
      <summary>
        <para>Retrieve a pointer to the internal data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Void pointer to the data. Pointer is NULL on error. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_objectName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_uniqueID()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_dataType()">
      <returns>Returns a DataType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_elementType()">
      <returns>Returns a ElementType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_elementTypeSize()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_elementSize()">
      <returns>Returns a ElementSize.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_elementCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.set_collectionNumber(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_collectionNumber()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.set_objectOwnsData(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryData.get_objectOwnsData()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.objectName">
      <summary>
        <para>Return the logical name of the geometry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>NULL or object name string pointer. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.uniqueID">
      <summary>
        <para>Return the per session unique identifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Unique data identifier. -1 on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.dataType">
      <summary>
        <para>Get the data type for the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Geometry data type. MGeometryData::kInvalid on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.elementType">
      <summary>
        <para>Returns the data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Element type. <ref>MGeometryData::kInvalidElementType</ref> on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.elementTypeSize">
      <summary>
        <para>Return the element type size. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Size of element in bytes. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.elementSize">
      <summary>
        <para>Return element size. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Element size. <ref>MGeometryData::kInvalidElementSize</ref> is returned on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.elementCount">
      <summary>
        <para>Return element count. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Element count. 0 is returned on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.collectionNumber">
      <summary>
        <para>Get the collection number of the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Collection numbers are zero-based.</para>
        <para>
          <section>
            <para>-1 if failed. Else number greather than -1. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the collection number for the object. </para>
      </summary>
      <remarks>
        <para>Numbers less than 0 are invalid collection numbers.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryData.objectOwnsData">
      <summary>
        <para>Return if the <ref>MGeometryData</ref> object owns the internal data or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if owned internally, else false. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set ownship of the interal data. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize">
      <summary>
        <para>Specifies the size or dimension of each data element of the storage. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kInvalidElementSize">
      <summary>
        <para>Invalid element size. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kOne">
      <summary>
        <para>Single value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kTwo">
      <summary>
        <para>2-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kThree">
      <summary>
        <para>3-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kFour">
      <summary>
        <para>4-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType">
      <summary>
        <para>Specifies the data type of each data element of the storage. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kFloat">
      <summary>
        <para>IEEE single precision floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kDouble">
      <summary>
        <para>IEEE double precision floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kChar">
      <summary>
        <para>Signed char. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedChar">
      <summary>
        <para>Unsigned char. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInt16">
      <summary>
        <para>Signed 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedInt16">
      <summary>
        <para>Unsigned 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInt32">
      <summary>
        <para>Signed 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedInt32">
      <summary>
        <para>Unsigned 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInvalidElementType">
      <summary>
        <para>Invalid element type (default value) </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType">
      <summary>
        <para>Specifies the data type of the storage array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kInvalidDataType">
      <summary>
        <para>Invalid data type (default value) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kPosition">
      <summary>
        <para>Position vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kNormal">
      <summary>
        <para>Normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kTexCoord">
      <summary>
        <para>Texture coordinate tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kColor">
      <summary>
        <para>Color tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kWeight">
      <summary>
        <para>Vertex weighting data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kAPISupported">
      <summary>
        <para>Separator to indicate native draw API supported types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kTangent">
      <summary>
        <para>Tangent vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kBiNormal">
      <summary>
        <para>Bi-normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kVelocity">
      <summary>
        <para>Velocity vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kPrimitiveCenter">
      <summary>
        <para>Center of primitive. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kColorMask">
      <summary>
        <para>Mapped, unmapped color mask. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kUserData">
      <summary>
        <para>Arbitrary "user data". </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kMaxDataTypeIndex">
      <summary>
        <para>Valid entries are &lt; kMaxDataTypeIndex. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize">
      <summary>
        <para>Specifies the size or dimension of each data element of the storage. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kInvalidElementSize">
      <summary>
        <para>Invalid element size. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kOne">
      <summary>
        <para>Single value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kTwo">
      <summary>
        <para>2-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kThree">
      <summary>
        <para>3-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementSize.kFour">
      <summary>
        <para>4-tuple </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType">
      <summary>
        <para>Specifies the data type of each data element of the storage. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kFloat">
      <summary>
        <para>IEEE single precision floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kDouble">
      <summary>
        <para>IEEE double precision floating point. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kChar">
      <summary>
        <para>Signed char. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedChar">
      <summary>
        <para>Unsigned char. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInt16">
      <summary>
        <para>Signed 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedInt16">
      <summary>
        <para>Unsigned 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInt32">
      <summary>
        <para>Signed 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kUnsignedInt32">
      <summary>
        <para>Unsigned 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.ElementType.kInvalidElementType">
      <summary>
        <para>Invalid element type (default value) </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType">
      <summary>
        <para>Specifies the data type of the storage array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kInvalidDataType">
      <summary>
        <para>Invalid data type (default value) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kPosition">
      <summary>
        <para>Position vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kNormal">
      <summary>
        <para>Normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kTexCoord">
      <summary>
        <para>Texture coordinate tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kColor">
      <summary>
        <para>Color tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kWeight">
      <summary>
        <para>Vertex weighting data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kAPISupported">
      <summary>
        <para>Separator to indicate native draw API supported types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kTangent">
      <summary>
        <para>Tangent vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kBiNormal">
      <summary>
        <para>Bi-normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kVelocity">
      <summary>
        <para>Velocity vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kPrimitiveCenter">
      <summary>
        <para>Center of primitive. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kColorMask">
      <summary>
        <para>Mapped, unmapped color mask. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kUserData">
      <summary>
        <para>Arbitrary "user data". </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryData.DataType.kMaxDataTypeIndex">
      <summary>
        <para>Valid entries are &lt; kMaxDataTypeIndex. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryList">
      <summary>
        <para>Geometric data cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class holds the set of data elements which represent a Maya surface. It provides iterated access to a list of geometry items, along with the rendering context require to render them (e.g. matrix, etc). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create an emtpy GeometryIterator for the specified rendering context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.#ctor(Autodesk.Maya.OpenMayaRender.MRenderingInfo,System.Int32)">
      <summary>
        <para>Create an emtpy GeometryIterator for the specified rendering context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="info">the rendering context the geometry in this iterator should use. </param>
      <param name="initialCapacity">the number of elements to pre-allocate space for. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.#ctor(Autodesk.Maya.OpenMayaRender.MRenderingInfo)">
      <summary>
        <para>Create an emtpy GeometryIterator for the specified rendering context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="info">the rendering context the geometry in this iterator should use. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <param name="obj">MGeometryList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.next()">
      <summary>
        <para>Advance to the next element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should only be called if the iterator indicates it has more elements through the <ref>isDone()</ref> method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.reset()">
      <summary>
        <para>Reset this iterator to the first element. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This allows you to iterate multiple times through the list. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.setCurrentElement(System.Int32)">
      <summary>
        <para>Randomly access the ith element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="i">the index of the element you want to access </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.set_MSetupFlags(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_MSetupFlags()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.geometry(System.Int32)">
      <summary>
        <para>Get the geometry for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The geometry for the current element. </para>
          </section>
        </para>
      </remarks>
      <param name="setupFlags">the parts of the rendering pipeline your shader needs setup in order to render. This can be any combination of kMatrices, kFixedFunctionLighting, kCulling, or kAll. For efficiency, you can avoid the overhead of setting up parts of the rendering pipeline not used by your shader (e.g. fixed function lighting).</param>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.geometry()">
      <summary>
        <para>Get the geometry for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The geometry for the current element. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.cullMode()">
      <summary>
        <para>Get the rendering cull mode to use for current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The cull mode for the current element. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MCullMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.addLast(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Add the geometry representing a shape to this geometry iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that you are only able to add geometry items to MGeometryLists you have created using the public constructor. Trying to add elements to an iterator passed to you from Maya (e.g. in a shader render call) will fail.</para>
        <para>
          <section>
            <para>True if the element was added to the iterator, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="path">The DAG path for the shape to add </param>
      <param name="components">The optional set of components (faces) to include in the geometry. A NULL value indicates the whole object should be added</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.addLast(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Add the geometry representing a shape to this geometry iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that you are only able to add geometry items to MGeometryLists you have created using the public constructor. Trying to add elements to an iterator passed to you from Maya (e.g. in a shader render call) will fail.</para>
        <para>
          <section>
            <para>True if the element was added to the iterator, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="path">The DAG path for the shape to add </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.addLast(Autodesk.Maya.OpenMayaRender.MGeometry,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Add the geometry representing a shape to this geometry iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that you are only able to add geometry items to MGeometryLists you have created using the public constructor. Trying to add elements to an iterator passed to you from Maya (e.g. in a shader render call) will fail.</para>
        <para>
          <section>
            <para>True if the element was added to the iterator, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="geometry">MGeometry</param>
      <param name="matrix">MMatrix</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_isDone()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_objectToWorldMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_projectionMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_viewMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryList.get_path()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.MSetupFlags">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.isDone">
      <summary>
        <para>Tests to see if the iterator has reached the end of the elements it contains. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once this method returns true, you should not call any further methods on the iterator.</para>
        <para>
          <section>
            <para>True if the iterator has no further elements, false if there are more elements remaining. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.length">
      <summary>
        <para>Query the total number of elements available through this iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The total number of elements in the iterator. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.objectToWorldMatrix">
      <summary>
        <para>Get the object to world matrix for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix for the current element. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.projectionMatrix">
      <summary>
        <para>Get the camera project matrix for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix for the current element. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.viewMatrix">
      <summary>
        <para>Get the camera view matrix for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The matrix for the current element. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryList.path">
      <summary>
        <para>Get the dag path for the current element in the iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The dag path for the current element. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.kNone" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.kMatrices" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.kFixedFunctionLighting" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.kCulling" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.kAll" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode">
      <summary>
        <para>Defines the culling modes to use when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullNone">
      <summary>
        <para>No culling should be performed on this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullCW">
      <summary>
        <para>Cull clockwise faces when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullCCW">
      <summary>
        <para>Cull counter-clockwise faces when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode">
      <summary>
        <para>Defines the culling modes to use when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullNone">
      <summary>
        <para>No culling should be performed on this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullCW">
      <summary>
        <para>Cull clockwise faces when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryList.MCullMode.kCullCCW">
      <summary>
        <para>Cull counter-clockwise faces when rendering this geometry. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryManager">
      <summary>
        <para>Geometry cache management. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides methods for managing <ref>MGeometry</ref> resources.</para>
        <para>It provides an interface for loading and using hardware textures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometryManager)">
      <param name="obj">MGeometryManager</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.getGeometry(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaRender.MGeometryRequirements,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Access the Geometry cache for a shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The cached geometry. </para>
          </section>
        </para>
      </remarks>
      <param name="shape">the surface </param>
      <param name="requirements">the surface data you want in the cache. Attempting to access cache data not included in the requirements will fail. </param>
      <param name="components">an optional component group, for accessing a sub-selection of faces (e.g. the faces assigned to a material)</param>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.getGeometry(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaRender.MGeometryRequirements)">
      <summary>
        <para>Access the Geometry cache for a shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The cached geometry. </para>
          </section>
        </para>
      </remarks>
      <param name="shape">the surface </param>
      <param name="requirements">the surface data you want in the cache. Attempting to access cache data not included in the requirements will fail. </param>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.referenceDefaultGeometry(Autodesk.Maya.OpenMayaRender.MGeometryManager+GeometricShape,Autodesk.Maya.OpenMayaRender.MGeometryRequirements)">
      <summary>
        <para>Obtain a reference to geometry for some "default" shapes maintained by the manager such that the geometry returned will match a set of geometric requirements (<ref>MGeometryRequirements</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The actual form is a geometric iterator (<ref>MGeometryList</ref>), which can be used to iterate over the internal data kept (<ref>MGeometry</ref>).</para>
        <para>Note that all data is assumed to be "read-only", as <b>the data is not owned by the caller</b>. To maintain proper reference counting of internal data, the user <b>must</b> "deference" the data when no longer using it via the MGeometryManager::dereferenceGeometry() calls. It is recommended to immediately dereference the data after each use. There is negligable overhead to reference and dereference data in this manner.</para>
        <para>Available default shapes include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>A polygonal sphere</b> : Sphere has radius of 1 and is centered at the origin (0,0,0) in object space. </para>
            </item>
            <item>
              <para>
                <b>A polygonal cube</b> : Cube has dimensions of 1 and is centered at the origin (0,0,0) in object space. </para>
            </item>
            <item>
              <para>
                <b>A polygonal plane</b> : Plane has dimensions of 1 is centered at the origin (0,0,0) in object space. Assuming "Y-Up" orientation, the width is the along the x-axis and the height is along the y-axis.</para>
            </item>
          </list>
The following is an example usage via a hardware shader plugin for swatch rendering:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>A pointer to a geometry iterator (<ref>MGeometryList</ref>), which contains a reference to the geometric data (<ref>MGeometry</ref>). The <ref>MGeometry</ref> information which tries to match the requirements passed in. ( e.g. position, normal, texture coordinates, tangents, and binormals etc). It can be assumed that all data is floating point such that: <example>
** code example not available in .NET **
</example></para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="geomShape">Desired geometry shape. </param>
      <param name="requirements">Geometry requirements (MGeometryRequirements).</param>
      <returns>Returns a MGeometryList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.dereferenceDefaultGeometry(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>This is the companion method to <ref>referenceDefaultGeometry()</ref> and must always be called immediately after usage of data supplied by the reference call. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This call simply maintains proper internal state for any data used.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfull, otherwise <ref>MStatus::kFailure</ref>. </para>
          </section>
        </para>
      </remarks>
      <param name="data">MGeometryList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryManager.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryManager.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape">
      <summary>
        <para>Default geometry shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultSphere">
      <summary>
        <para>Sphere with radius 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultPlane">
      <summary>
        <para>Plane with width and height of 1, centered at 0,0,0. </para>
      </summary>
      <remarks>
        <para>Assuming "Y-Up" orientation: width = x-axis, and height = y-axis. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultCube">
      <summary>
        <para>Cube with width, height and depth of 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape">
      <summary>
        <para>Default geometry shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultSphere">
      <summary>
        <para>Sphere with radius 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultPlane">
      <summary>
        <para>Plane with width and height of 1, centered at 0,0,0. </para>
      </summary>
      <remarks>
        <para>Assuming "Y-Up" orientation: width = x-axis, and height = y-axis. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryManager.GeometricShape.kDefaultCube">
      <summary>
        <para>Cube with width, height and depth of 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive">
      <summary>
        <para>Geometric index container. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MGeometryPrimitive</ref> is a class describes the topology used for accessing <ref>MGeometryData</ref>.</para>
        <para>Topology is specified as a set of index values which references into data elements in an <ref>MGeometryData</ref>. Index values can be assumed to be stored in contiguous memory.</para>
        <para>A "draw primitive type" indicates the format of the indexing as follows:</para>
        <para>
          <list type="bullet">
            <item>
              <para>kPoint : individual unconnected points. </para>
            </item>
            <item>
              <para>kLine : individual unconnected line segments. </para>
            </item>
            <item>
              <para>kLineStrip : connected line strip. </para>
            </item>
            <item>
              <para>kLineLoop : closed line loop. </para>
            </item>
            <item>
              <para>kTriangle : filled triangle. </para>
            </item>
            <item>
              <para>kTriangleStrip : filled triangle strip. </para>
            </item>
            <item>
              <para>kTriangleFan : filled triangle fan </para>
            </item>
            <item>
              <para>kQuad : filled quadrilateral (quad). </para>
            </item>
            <item>
              <para>kQuadStrip : filled quad strip. </para>
            </item>
            <item>
              <para>kPolygon : filled N-sided polygon</para>
            </item>
          </list>
Internal Maya data which is passed to the user via this class is always assumed to be non-modifiable. <b>If modified, stability cannot be ensured.</b></para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
The internal data pointer is copied and its reference count incremented. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.#ctor(Autodesk.Maya.OpenMayaRender.MGeometryPrimitive)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
The internal data pointer is copied and its reference count incremented. </para>
      </remarks>
      <param name="other">MGeometryPrimitive to copy.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometryPrimitive)">
      <param name="obj">MGeometryPrimitive</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.data()">
      <summary>
        <para>Retrieve a pointer to the internal data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Void pointer to the data. Pointer is NULL on error. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.get_uniqueID()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.get_drawPrimitiveType()">
      <returns>Returns a DrawPrimitiveType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.get_elementCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.get_dataType()">
      <returns>Returns a ElementType.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.uniqueID">
      <summary>
        <para>Return the per session unique identifier. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Unique data identifier. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.drawPrimitiveType">
      <summary>
        <para>Get the data type for the data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Geometry data type. MGeometryPrimitive::kInvalid on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.elementCount">
      <summary>
        <para>Return element count. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Element count. 0 is returned on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.dataType">
      <summary>
        <para>Return element data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Element type. <ref>MGeometryData::kInvalidElementType</ref> is returned on error. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType">
      <summary>
        <para>Specifies the data primitive type constructed by the indexing array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kInvalidIndexType">
      <summary>
        <para>Default value is not valid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kPoints">
      <summary>
        <para>Corresponds to GL_POINTS in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLines">
      <summary>
        <para>Corresponds to GL_LINES in OpenGL (individual unconnected line segments) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLineStrip">
      <summary>
        <para>Corresponds to GL_LINE_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLineLoop">
      <summary>
        <para>Corresponds to GL_LINE_LOOP in OpenGL (non-filled, connected line segments) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangles">
      <summary>
        <para>Corresponds to GL_TRIANGLES In OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangleStrip">
      <summary>
        <para>Corresponds to GL_TRIANGLE_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangleFan">
      <summary>
        <para>Corresponds to GL_TRIANGLE_FAN in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kQuads">
      <summary>
        <para>Corresponds to GL_QUADS in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kQuadStrip">
      <summary>
        <para>Corresponds to GL_QUAD_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kPolygon">
      <summary>
        <para>Corresponds to GL_POLYGON in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kMaxDrawPrimitiveTypeIndex">
      <summary>
        <para>Number of primitive types. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType">
      <summary>
        <para>Specifies the data primitive type constructed by the indexing array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kInvalidIndexType">
      <summary>
        <para>Default value is not valid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kPoints">
      <summary>
        <para>Corresponds to GL_POINTS in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLines">
      <summary>
        <para>Corresponds to GL_LINES in OpenGL (individual unconnected line segments) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLineStrip">
      <summary>
        <para>Corresponds to GL_LINE_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kLineLoop">
      <summary>
        <para>Corresponds to GL_LINE_LOOP in OpenGL (non-filled, connected line segments) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangles">
      <summary>
        <para>Corresponds to GL_TRIANGLES In OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangleStrip">
      <summary>
        <para>Corresponds to GL_TRIANGLE_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kTriangleFan">
      <summary>
        <para>Corresponds to GL_TRIANGLE_FAN in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kQuads">
      <summary>
        <para>Corresponds to GL_QUADS in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kQuadStrip">
      <summary>
        <para>Corresponds to GL_QUAD_STRIP in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kPolygon">
      <summary>
        <para>Corresponds to GL_POLYGON in OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MGeometryPrimitive.DrawPrimitiveType.kMaxDrawPrimitiveTypeIndex">
      <summary>
        <para>Number of primitive types. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MGeometryRequirements">
      <summary>
        <para>Image manipulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MGeometryRequirements</ref> stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialized to no requirements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialized to no requirements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.getCPtr(Autodesk.Maya.OpenMayaRender.MGeometryRequirements)">
      <param name="obj">MGeometryRequirements</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addPosition(System.Int32)">
      <summary>
        <para>Add position to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="dimension">the size of the position requirement. Valid values are 3 and 4. Default is 3. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addPosition()">
      <summary>
        <para>Add position to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addComponentId()">
      <summary>
        <para>Add component id to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addNormal(System.Int32)">
      <summary>
        <para>Add normal to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="dimension">the size of the normal requirement. Valid values are 3 and 4. Default is 3. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addNormal()">
      <summary>
        <para>Add normal to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addTexCoord(System.String)">
      <summary>
        <para>Add a texture coordinate set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="uvSetName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addTangent(System.String,System.Int32)">
      <summary>
        <para>Add a tangent set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="uvSetName">String</param>
      <param name="dimension">the size of the normal requirement. Valid values are 3 and 4. Default is 3. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addTangent(System.String)">
      <summary>
        <para>Add a tangent set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="uvSetName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addBinormal(System.String,System.Int32)">
      <summary>
        <para>Add a binormal set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="uvSetName">String</param>
      <param name="dimension">the size of the normal requirement. Valid values are 3 and 4. Default is 3. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addBinormal(System.String)">
      <summary>
        <para>Add a binormal set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="uvSetName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addColor(System.String)">
      <summary>
        <para>Add a color set to the list of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="colorSetName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MGeometryRequirements.addFaceOffsets()">
      <summary>
        <para>Add face offsets to the set of required elements. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Face offsets are used internally to calculate component-indexed data such as shading group membership. Note that geometry data is cached internally, so it is important to call this method whenever you use <ref>MGeometryRequirements</ref> if you will ever require this information. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer">
      <summary>
        <para>Static hardware renderer interface class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MHardwareRenderer</ref> is an interface class which wraps the hardware renderer. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getCPtr(Autodesk.Maya.OpenMayaRender.MHardwareRenderer)">
      <param name="obj">MHardwareRenderer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.addDrawProcedure(System.String,Autodesk.Maya.OpenMayaRender.MDrawProcedureBase,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation)">
      <summary>
        <para>Add a drawing procedure to the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For a given render location, each procedure in a procedure list must have a unique string name. Instances of the a draw procedure procedure with different string names is allowed.</para>
        <para>When attempting to add a procedure, if an existing procedure with the same name already exists in the procedure list to added to, then the addition will fail. An appropriate error code will be returned (kItemExists).</para>
        <para>If the list cannot be found then (kLocationNotFound) is returned.</para>
        <para>If the procedure is added, then success (kSuccess) will be returned. If the function fails for any other reason, then a failure code will be returned (kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, kItemExists, or kLocationNotFound. if item already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="drawProcedureptr">MDrawProcedureBase</param>
      <param name="location">Render location.</param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.removeDrawProcedure(System.String,Autodesk.Maya.OpenMayaRender.MDrawProcedureBase,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation)">
      <summary>
        <para>Remove a drawing procedure to the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The procedure to remove is searched for based on procedure name. If a procedure with the given name is not found then an appropriate error code will be returned (kItemNotFound).</para>
        <para>If the render location list does not exist then (kLocationNotFound) will be returned.</para>
        <para>If the procedure is removed, then success (kSuccess) will be returned. If the function fails for any other reason, then a failure code (kFailure) will be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, kItemNotFound, or kLocationNotFound. if item cannot be found. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="drawProcedureptr">MDrawProcedureBase</param>
      <param name="location">Render location.</param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.insertDrawProcedure(System.String,Autodesk.Maya.OpenMayaRender.MDrawProcedureBase,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation,System.UInt32,System.Boolean)">
      <summary>
        <para>Insert a drawing procedure to a list of procedures at a specific index location in the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For a given render location, each procedure in a procedure list must have a unique string name. Instances of the a draw procedure procedure with different string names is allowed.</para>
        <para>
          <b>Note that all procedure lists use 0 based indexing.</b>
        </para>
        <para>If an index is used which is beyond the end of the list, the item will be appended as the last item in the list.</para>
        <para>When attempting to insert a procedure, if an existing procedure with the same name already exists in the procedure list to insert to, then two possible things can occur:</para>
        <para>
          <list type="bullet">
            <item>
              <para>If the flag to move the item is set to "false", then the insertion will fail. An appropriate error code will be returned (kItemExists). </para>
            </item>
            <item>
              <para>If the flag to move the item is set to "true", then instead of failure, the method will attempt to move the existing item from it's current index location to the requested index location (listIndex).</para>
            </item>
          </list>
If the list cannot be found then (kLocationNotFound) is returned.</para>
        <para>If the procedure is inserted, then success (kSuccess) will be returned. If the function fails for any other reason, then a failure code will be returned (kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, kItemExists, or kLocationNotFound. if item already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="drawProcedurePtr">Pointer to a draw procedure </param>
      <param name="location">Render location. </param>
      <param name="listIndex">Desired index position within the procedure list. </param>
      <param name="moveExistingItem">Move the procedure if it already exists in the list. The default value for this method argument is "false".</param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.insertDrawProcedure(System.String,Autodesk.Maya.OpenMayaRender.MDrawProcedureBase,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation,System.UInt32)">
      <summary>
        <para>Insert a drawing procedure to a list of procedures at a specific index location in the list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For a given render location, each procedure in a procedure list must have a unique string name. Instances of the a draw procedure procedure with different string names is allowed.</para>
        <para>
          <b>Note that all procedure lists use 0 based indexing.</b>
        </para>
        <para>If an index is used which is beyond the end of the list, the item will be appended as the last item in the list.</para>
        <para>When attempting to insert a procedure, if an existing procedure with the same name already exists in the procedure list to insert to, then two possible things can occur:</para>
        <para>
          <list type="bullet">
            <item>
              <para>If the flag to move the item is set to "false", then the insertion will fail. An appropriate error code will be returned (kItemExists). </para>
            </item>
            <item>
              <para>If the flag to move the item is set to "true", then instead of failure, the method will attempt to move the existing item from it's current index location to the requested index location (listIndex).</para>
            </item>
          </list>
If the list cannot be found then (kLocationNotFound) is returned.</para>
        <para>If the procedure is inserted, then success (kSuccess) will be returned. If the function fails for any other reason, then a failure code will be returned (kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, kItemExists, or kLocationNotFound. if item already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="drawProcedurePtr">Pointer to a draw procedure </param>
      <param name="location">Render location. </param>
      <param name="listIndex">Desired index position within the procedure list. </param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getDrawProcedureCount(System.String,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation,System.UInt32&amp;)">
      <summary>
        <para>Find the length of the procedure list for a given render location. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the list cannot be found then (kLocationNotFound) is returned. If the count can be successfully determined then (kSuccess) will be returned. If the function fails for any other reason, then a failure code will be returned (kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, or kLocationNotFound. if item already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="location">Render location. </param>
      <param name="count">Reference to the list count. This value is returned. If the function fails for any reason, then a value of 0 is returned.</param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getDrawProcedureListNames(System.String,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>Get the names of drawing procedures for a given procedure list at a given render location. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the list cannot be found then (kLocationNotFound) is returned. If the list can be successfully determined then (kSuccess) will be returned. If the function fails for any other reason, then a failure code will be returned (kFailure).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>DrawProcedureStatusCode</b> : kSuccess, kFailure, or kLocationNotFound. if item already exists. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="location">Render location. </param>
      <param name="namesOfProcs">Reference to a string array. This array will be modified to return the list of names. If the function fails for any reason, the array will not be modified.</param>
      <returns>Returns a DrawProcedureStatusCode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.findDrawProcedure(System.String,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+CallLocation,System.String)">
      <summary>
        <para>Find a drawing procedure instance with a specific name within a procedure list at a given render location. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the item can be successfully found then a pointer to the procedure will be returned. Otherwise a null (0) pointer will be returned.</para>
        <para>
          <section>
            <para>Pointer to a <ref>MDrawProcedureBase</ref>. null is returned if not found. </para>
          </section>
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="location">Render location. </param>
      <param name="procName">Name of a specific draw procedure to find.</param>
      <returns>Returns a MDrawProcedureBase.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.makeResourceContextCurrent(System.String)">
      <summary>
        <para>Make the hardware renderer's "resource context" current. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The "resource context" is used by the hardware renderer for sharing drawing resources such as hardware textures, geometry and shader programs. In fact all resources in the resource context are shared by all other Maya defined 3d contexts.</para>
        <para>Note that this applies to interactive 3d viewports as well as the hardware renderer. This does not apply to non 3d contexts such as the timeline, or range slider.</para>
        <para>Advantages of allowing the setting the resource context include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Non-Maya defined resources can be bound to the resource context and also shared. </para>
            </item>
            <item>
              <para>The API writer can bind resources without depending on existence 3d viewports or hardware renderer contexts. </para>
            </item>
            <item>
              <para>There is an available context in both interactive and batch.</para>
            </item>
          </list>
Basically this means that resources can be managed at any time one Maya has been initialized.</para>
        <para>
          <b>Example</b> : This call can be made so that resources can be created and bound to a Maya context during loading of a scene file, as it is unknown what the current drawable context is at this time. This can be useful when writing a hardware shader plugin as it frees the API writer from depending on having to be in one of the 3d draw routines in order to access a context.</para>
        <para>Note that if the hardware renderer has already specified a context for drawing into, then invoking this call will have no effect as it is not necessary to switch contexts to manage resources. To reiterate, any resource managed for the drawing context will be shared by the resource context.</para>
        <para>If the hardware renderer is not supported, then no resource context will exist and this call will fail. If the hardware renderer has not been initialized yet then this call will also fail. This should only occur if this call is attempted before Maya has been initialized.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getBufferSize(System.String,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>This method returns the size of the current buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="width">The reference to the width value of the buffer. If the function fails for any reason, the value will not be modified. </param>
      <param name="height">The reference to the height value of the buffer. If the function fails for any reason, the value will not be modified.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getColorBufferPixelFormat(System.String,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+BufferPixelFormat&amp;)">
      <summary>
        <para>This method returns the pixel format of the current color buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="fmt">The reference to the pixel format value of the buffer. If the function fails for any reason, the value will not be modified.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getDepthBufferPixelFormat(System.String,Autodesk.Maya.OpenMayaRender.MHardwareRenderer+BufferPixelFormat&amp;)">
      <summary>
        <para>This method returns the pixel format of the current depth buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="fmt">The reference to the pixel format value of the buffer If the function fails for any reason, the value will not be modified.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getCurrentExposureNumber(System.String,System.UInt32&amp;)">
      <summary>
        <para>This method returns the current exposure number during rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the renderer is not currently rendering a value of 0 is returned as the current exposure number.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="number">Current exposure number</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getTotalExposureCount(System.String,System.UInt32&amp;)">
      <summary>
        <para>This method returns the total number of exposures for rendering a single frame. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the renderer is not currently rendering a value of 0 is returned as the total exposure count.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="number">Total exposure count.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.restoreCurrent(System.String)">
      <summary>
        <para>This method restores the current context to the one that the HWrenderer is using. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.makeSwatchContextCurrent(System.String,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>The swatch context is a "scratch" context which can be used to hardware render an image for swatch display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The swatch context has the following pixel format:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Color : 24 bit RGBA (red, green, blue, alpha) format, with 8 bits precision per channel. </para>
            </item>
            <item>
              <para>Stencil : 8 bit precision. </para>
            </item>
            <item>
              <para>Depth : 24 bit fixed point integer precison .</para>
            </item>
          </list>
The maximum context size is 512 by 512, and the minimum size : 64 by 64. The actual maximum size is dependent on the video card and available memory resources.</para>
        <para>This method makes the swatch context "current", and should be called before attempting to draw anything for swatch rendering.</para>
        <para>The desired image width and height represents the desired viewport size to render. These values will be clamped between the minimum and maximum values of the swatch context.</para>
        <para>If for any reason the swatch context cannot be made current, <b>no rendering should be performed as the destination of the rendering is undefined</b>.</para>
        <para>
          <b>This method should never be called while in the middle of drawing to another context (e.g. during <ref>MPxHwShaderNode::glGeometry()</ref>) as draw calls will be redirected to the swatch context.</b>
        </para>
        <para>e.g. Refer to <ref>MPxHwShaderNode::renderSwatchImage()</ref> for swatch rendering for hardware shaders for more details on the usage of this method.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="width">UInt32&amp;</param>
      <param name="height">UInt32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.readSwatchContextPixels(System.String,Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Read the contents of the swatch context into an <ref>MImage</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MImage</ref> is assumed to be of the correct pixel format (24-bit RGBA, with 8-bits per channel). <ref>MImage</ref> is assumed to also have pre-allocated the correct amount of data as this routine will copy the swatch context contents directly into the <ref>MImage</ref>.</para>
        <para>If the swatch context is not available for any reason, or <ref>MImage</ref> has not been properly set up, then a failure condition will be returned.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="backEndString">Backend string. </param>
      <param name="image">MImage with properly allocated block of pixels.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.referenceDefaultGeometry(Autodesk.Maya.OpenMayaRender.MHardwareRenderer+GeometricShape,System.UInt32&amp;,System.UInt32*&amp;,System.UInt32&amp;)">
      <summary>
        <para>Obtain a reference to geometry for some "default" shapes maintained by the hardware renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>All data can be assumed to be "read-only", as <b>the data is not owned by the caller</b>.</para>
        <para>To maintain proper reference counting of internal data, the user <b>must</b> "deference" the data when no longer using it via the <ref>MHardwareRenderer::dereferenceGeometry()</ref>. It is recommended to immediately dereference the data after each use. There negligable overhead to reference and dereference data in this manner.</para>
        <para>Available default shapes include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>A polygonal sphere</b> : Sphere has radius of 1 and is centered at the origin (0,0,0) in object space. </para>
            </item>
            <item>
              <para>
                <b>A polygonal cube</b> : Cube has dimensions of 1 and is centered at the origin (0,0,0) in object space. </para>
            </item>
            <item>
              <para>
                <b>A polygonal plane</b> : Plane has dimensions of 1 is centered at the origin (0,0,0) in object space. Assuming "Y-Up" orientation, the width is the along the x-axis and the height is along the y-axis.</para>
            </item>
          </list>
Example usage taken from the provided hwPhngShader sample devkit plugin: <example>
** code example not available in .NET **
</example></para>
        <para>
          <section>
            <para>A pointer to an array of geometric data attributes (<ref>MGeometryData</ref>). Currently four attributes are returned. In array order they are: position, normal, texture coordinates, tangents, and binormals. It can be assumed that all data is float such that: <example>
** code example not available in .NET **
</example></para>
          </section>
        </para>
      </remarks>
      <param name="geomShape">Desired geometry shape. </param>
      <param name="numberOfData">Number of geometry data attributes returned. </param>
      <param name="pIndexing">Reference to an indexing array used to access attribute data. This value is modified and returned if the routine is successful. Indexing can be assumed to be for representing triangles. That is each 3-tuple index can be used to access 1 triangle in the attribute data. </param>
      <param name="indexLength">Length of the indexing array.</param>
      <returns>Returns a MGeometryData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.dereferenceGeometry(Autodesk.Maya.OpenMayaRender.MGeometryData,System.UInt32)">
      <summary>
        <para>This is the companion method to <ref>MHardwareRenderer::referenceDefaultGeometry()</ref> and must always be called immediate after usage of data supplied by the reference call. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This call simply maintains proper internal state for any data used.</para>
        <para />
      </remarks>
      <param name="pGeomData">The geometry data returned from referenceDefaultGeometry(). </param>
      <param name="numberOfData">Data count returned from referenceDefaultGeometry()</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getSwatchOrthoCameraSetting(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>This method returns an orthographics camera clipping plane values which form the camera viewing volume. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These values are the default values used for rendering the swatch.</para>
        <para />
      </remarks>
      <param name="l">The left side clipping plane </param>
      <param name="r">The right side clipping plane </param>
      <param name="b">The bottom side clipping plane </param>
      <param name="t">The top side clipping plane </param>
      <param name="n">The near side clipping plane </param>
      <param name="f">The far side clipping plane </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getSwatchPerspectiveCameraSetting(System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>This method returns a perspective camera clipping plane values which form the camera viewing volume. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These values are the default values used for rendering the swatch.</para>
        <para />
      </remarks>
      <param name="l">The left side clipping plane </param>
      <param name="r">The right side clipping plane </param>
      <param name="b">The bottom side clipping plane </param>
      <param name="t">The top side clipping plane </param>
      <param name="n">The near side clipping plane </param>
      <param name="f">The far side clipping plane </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getSwatchPerspectiveCameraTranslation(System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>This method returns a perspective camera 3D translation values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These are the default values used for rendering the swatch.</para>
        <para />
      </remarks>
      <param name="x">The value for the x coord component </param>
      <param name="y">The value for the y coord component </param>
      <param name="z">The value for the z coord component </param>
      <param name="w">The value for the w coord component </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.getSwatchLightDirection(System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>This method returns the direction vector of the default directional light used for rendering the swatch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="x">The value for the x coord component </param>
      <param name="y">The value for the y coord component </param>
      <param name="z">The value for the z coord component </param>
      <param name="w">The value for the w coord component </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.drawSwatchBackGroundQuads(Autodesk.Maya.OpenMaya.MColor,System.Boolean,System.UInt32)">
      <summary>
        <para>This draws a set of quads in a checkboard pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Areas that are not drawn will have the background color show through.</para>
        <para>By default the checker repeat is 8, but can be overridden by the user.</para>
        <para>By default the quad colour is opaque grey, but can be overridden by the user.</para>
        <para>By default the quads are not drawn textured. This can be overridden by the user.</para>
        <para>The quads will completely cover the entire background.</para>
        <para />
      </remarks>
      <param name="quadColor">The value for the quad color. Default is RGBA(0.5,0.5,0.5,1.0); </param>
      <param name="textured">Whether to draw with texture coordinates. Default is false. </param>
      <param name="numberOfRepeats">Number of checkerboard repeats. Default is 8. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.drawSwatchBackGroundQuads(Autodesk.Maya.OpenMaya.MColor,System.Boolean)">
      <summary>
        <para>This draws a set of quads in a checkboard pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Areas that are not drawn will have the background color show through.</para>
        <para>By default the checker repeat is 8, but can be overridden by the user.</para>
        <para>By default the quad colour is opaque grey, but can be overridden by the user.</para>
        <para>By default the quads are not drawn textured. This can be overridden by the user.</para>
        <para>The quads will completely cover the entire background.</para>
        <para />
      </remarks>
      <param name="quadColor">The value for the quad color. Default is RGBA(0.5,0.5,0.5,1.0); </param>
      <param name="textured">Whether to draw with texture coordinates. Default is false. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.drawSwatchBackGroundQuads(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>This draws a set of quads in a checkboard pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Areas that are not drawn will have the background color show through.</para>
        <para>By default the checker repeat is 8, but can be overridden by the user.</para>
        <para>By default the quad colour is opaque grey, but can be overridden by the user.</para>
        <para>By default the quads are not drawn textured. This can be overridden by the user.</para>
        <para>The quads will completely cover the entire background.</para>
        <para />
      </remarks>
      <param name="quadColor">The value for the quad color. Default is RGBA(0.5,0.5,0.5,1.0); </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.drawSwatchBackGroundQuads()">
      <summary>
        <para>This draws a set of quads in a checkboard pattern. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Areas that are not drawn will have the background color show through.</para>
        <para>By default the checker repeat is 8, but can be overridden by the user.</para>
        <para>By default the quad colour is opaque grey, but can be overridden by the user.</para>
        <para>By default the quads are not drawn textured. This can be overridden by the user.</para>
        <para>The quads will completely cover the entire background.</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.set_theRenderer(Autodesk.Maya.OpenMayaRender.MHardwareRenderer)">
      <param name="value">MHardwareRenderer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.get_theRenderer()">
      <returns>Returns a MHardwareRenderer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.get_backEndString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.theRenderer">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.backEndString">
      <summary>
        <para>Returns a string identifying the current "backend" being used. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A backend represents a drawing API. Currently the only backend supported natively is OpenGL.</para>
        <para>
          <section>
            <para>Pointer to a <ref>MHardwareRenderer</ref>. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode">
      <summary>
        <para>Draw Procedure status codes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kSuccess">
      <summary>
        <para>Success. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kFailure">
      <summary>
        <para>Failure. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kItemExists">
      <summary>
        <para>Item already exists. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kItemNotFound">
      <summary>
        <para>Item is not found. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kLocationNotFound">
      <summary>
        <para>Location not found. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat">
      <summary>
        <para>Specify the pixel format of the current buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kRGBA_Fix8">
      <summary>
        <para>8 bit Red, Green, Blue, and Alpha channel </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kRGBA_Float16">
      <summary>
        <para>16 bit Red, Green, Blue, and Alpha channel </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kDepth_Float32">
      <summary>
        <para>32 bit floating point depth buffer </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation">
      <summary>
        <para>Draw Procedure call locations. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPreRendering">
      <summary>
        <para>Before rendering one frame. No model or view matrices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPreExposure">
      <summary>
        <para>Before rendering one "exposure". </para>
      </summary>
      <remarks>
        <para>If multiple exposures are are required to render one frame. After the frame buffer is cleared and model and view matrices are set up for the current exposure. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPostExposure">
      <summary>
        <para>After rendering one "exposure". </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPostRendering">
      <summary>
        <para>After rendering one frame. Before a possible fame buffer swap. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape">
      <summary>
        <para>Default geometry shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultSphere">
      <summary>
        <para>Sphere with radius 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultPlane">
      <summary>
        <para>Plane with width and height of 1, centered at 0,0,0. </para>
      </summary>
      <remarks>
        <para>Assuming "Y-Up" orientation: width = x-axis, and height = y-axis. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultCube">
      <summary>
        <para>Cube with width, height and depth of 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode">
      <summary>
        <para>Draw Procedure status codes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kSuccess">
      <summary>
        <para>Success. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kFailure">
      <summary>
        <para>Failure. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kItemExists">
      <summary>
        <para>Item already exists. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kItemNotFound">
      <summary>
        <para>Item is not found. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.DrawProcedureStatusCode.kLocationNotFound">
      <summary>
        <para>Location not found. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat">
      <summary>
        <para>Specify the pixel format of the current buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kRGBA_Fix8">
      <summary>
        <para>8 bit Red, Green, Blue, and Alpha channel </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kRGBA_Float16">
      <summary>
        <para>16 bit Red, Green, Blue, and Alpha channel </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.BufferPixelFormat.kDepth_Float32">
      <summary>
        <para>32 bit floating point depth buffer </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation">
      <summary>
        <para>Draw Procedure call locations. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPreRendering">
      <summary>
        <para>Before rendering one frame. No model or view matrices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPreExposure">
      <summary>
        <para>Before rendering one "exposure". </para>
      </summary>
      <remarks>
        <para>If multiple exposures are are required to render one frame. After the frame buffer is cleared and model and view matrices are set up for the current exposure. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPostExposure">
      <summary>
        <para>After rendering one "exposure". </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.CallLocation.kPostRendering">
      <summary>
        <para>After rendering one frame. Before a possible fame buffer swap. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape">
      <summary>
        <para>Default geometry shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultSphere">
      <summary>
        <para>Sphere with radius 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultPlane">
      <summary>
        <para>Plane with width and height of 1, centered at 0,0,0. </para>
      </summary>
      <remarks>
        <para>Assuming "Y-Up" orientation: width = x-axis, and height = y-axis. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHardwareRenderer.GeometricShape.kDefaultCube">
      <summary>
        <para>Cube with width, height and depth of 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHwrCallback">
      <summary>
        <para>Rendering Callbacks. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks to gain access to Maya's Hardware Rendering device status. You can be notified of device creation, lost reset and deletion.</para>
        <para>To register callbacks, inherit from this class and override deviceNew, deviceLost, deviceReset, deviceDeleted. Any number of these methods can be overridden by the callback. Then register the callbacks by calling the <ref>addCallback()</ref> method.</para>
        <para>If multiple callbacks need to be registered, the order of invocation can be set by adding each callback with a priority number, 0 being the highest priority. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.getCPtr(Autodesk.Maya.OpenMayaRender.MHwrCallback)">
      <param name="obj">MHwrCallback</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.deviceNew()">
      <summary>
        <para>Method to override for being notified of new device creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.deviceLost()">
      <summary>
        <para>Method to override for being notified of device Lost. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.deviceReset()">
      <summary>
        <para>Method to override for being notified of device Reset. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.deviceDeleted()">
      <summary>
        <para>Method to override for being notified of device Deletion. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.addCallback(Autodesk.Maya.OpenMayaRender.MHwrCallback,System.Int32)">
      <summary>
        <para>Static procedure to add a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callbacks are stored internally in a sorted list and are invoked following the appropriate device state change depending on which methods are overridden. Adding the same callback more than once will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MHwrCallback</param>
      <param name="priority">priority for this callback, lower priorities are invoked first </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.addCallback(Autodesk.Maya.OpenMayaRender.MHwrCallback)">
      <summary>
        <para>Static procedure to add a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callbacks are stored internally in a sorted list and are invoked following the appropriate device state change depending on which methods are overridden. Adding the same callback more than once will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MHwrCallback</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwrCallback.removeCallback(Autodesk.Maya.OpenMayaRender.MHwrCallback)">
      <summary>
        <para>Static procedure to remove a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callback will be removed from the list of callbacks, but its up to the client to actually delete the object. Unstability may result if a callback is deleted and not removed from the callback list.Removing an un-installed callback will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MHwrCallback</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUIDrawManager" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.getCPtr(Autodesk.Maya.OpenMayaRender.MUIDrawManager)">
      <param name="obj">MUIDrawManager</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.beginDrawable()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.endDrawable()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="color">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setColorIndex(System.Int16)">
      <param name="index">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setPointSize(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setLineWidth(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setLineStyle(Autodesk.Maya.OpenMayaRender.MUIDrawManager+LineStyle)">
      <param name="style">LineStyle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setLineStyle(System.UInt32,System.UInt16)">
      <param name="factor">UInt32</param>
      <param name="pattern">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setPaintStyle(Autodesk.Maya.OpenMayaRender.MUIDrawManager+PaintStyle)">
      <param name="style">PaintStyle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.depthPriority()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setDepthPriority(System.UInt32)">
      <param name="priority">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.line(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="startPoint">MPoint</param>
      <param name="endPoint">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.line2d(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <param name="startPoint">MPoint</param>
      <param name="endPoint">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.point(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.point2d(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.rect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="normal">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.rect(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="normal">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.rect2d(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.rect2d(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.sphere(Autodesk.Maya.OpenMaya.MPoint,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="radius">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.sphere(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <param name="center">MPoint</param>
      <param name="radius">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.circle(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="normal">MVector</param>
      <param name="radius">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.circle(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <param name="center">MPoint</param>
      <param name="normal">MVector</param>
      <param name="radius">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.circle2d(Autodesk.Maya.OpenMaya.MPoint,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="radius">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.circle2d(Autodesk.Maya.OpenMaya.MPoint,System.Double)">
      <param name="center">MPoint</param>
      <param name="radius">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.arc(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="start">MVector</param>
      <param name="end">MVector</param>
      <param name="normal">MVector</param>
      <param name="radius">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.arc(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <param name="center">MPoint</param>
      <param name="start">MVector</param>
      <param name="end">MVector</param>
      <param name="normal">MVector</param>
      <param name="radius">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.arc2d(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="start">MVector</param>
      <param name="end">MVector</param>
      <param name="radius">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.arc2d(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <param name="center">MPoint</param>
      <param name="start">MVector</param>
      <param name="end">MVector</param>
      <param name="radius">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
      <param name="normal">MVectorArray</param>
      <param name="color">MColorArray</param>
      <param name="index">MUintArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
      <param name="normal">MVectorArray</param>
      <param name="color">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MVectorArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
      <param name="normal">MVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh2d(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MColorArray,Autodesk.Maya.OpenMaya.MUintArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
      <param name="color">MColorArray</param>
      <param name="index">MUintArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh2d(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MColorArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
      <param name="color">MColorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.mesh2d(Autodesk.Maya.OpenMayaRender.MUIDrawManager+Primitive,Autodesk.Maya.OpenMaya.MPointArray)">
      <param name="mode">Primitive</param>
      <param name="position">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.cone(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double,System.Boolean)">
      <param name="arg0">MPoint</param>
      <param name="direction">MVector</param>
      <param name="radius">Double</param>
      <param name="height">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.cone(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double)">
      <param name="arg0">MPoint</param>
      <param name="direction">MVector</param>
      <param name="radius">Double</param>
      <param name="height">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.box(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double,System.Double,System.Boolean)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="right">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
      <param name="scaleZ">Double</param>
      <param name="filled">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.box(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double,System.Double)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="right">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
      <param name="scaleZ">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.box(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double,System.Double)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="right">MVector</param>
      <param name="scaleX">Double</param>
      <param name="scaleY">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.box(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector,System.Double)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="right">MVector</param>
      <param name="scaleX">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.box(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector,Autodesk.Maya.OpenMaya.MVector)">
      <param name="center">MPoint</param>
      <param name="up">MVector</param>
      <param name="right">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setFontSize(System.UInt32)">
      <param name="fontSize">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.setFontName(System.String)">
      <param name="faceName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32,Autodesk.Maya.OpenMaya.MColor,System.Boolean)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
      <param name="backgroundColor">MColor</param>
      <param name="dynamic">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
      <param name="backgroundColor">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text(Autodesk.Maya.OpenMaya.MPoint,System.String)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text2d(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32,Autodesk.Maya.OpenMaya.MColor,System.Boolean)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
      <param name="backgroundColor">MColor</param>
      <param name="dynamic">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text2d(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
      <param name="backgroundColor">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text2d(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment,System.Int32)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
      <param name="backgroundSize">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text2d(Autodesk.Maya.OpenMaya.MPoint,System.String,Autodesk.Maya.OpenMayaRender.MUIDrawManager+TextAlignment)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
      <param name="alignment">TextAlignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUIDrawManager.text2d(Autodesk.Maya.OpenMaya.MPoint,System.String)">
      <param name="position">MPoint</param>
      <param name="text">String</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.kDefaultFontSize" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.kSmallFontSize" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Primitive">
      <summary>
        <para>Specifies the data primitive type constructed by the indexing array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Primitive.kPoints">
      <summary>
        <para>List of points. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Primitive.kLines">
      <summary>
        <para>List of lines. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Primitive.kLineStrip">
      <summary>
        <para>A line strip. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUIDrawManager.Primitive.kTriangles">
      <summary>
        <para>List of triangles. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus">
      <summary>
        <para>Drawing modes for individual objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kActive">
      <summary>
        <para>Object is active (selected). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kLive">
      <summary>
        <para>Object is live (construction surface). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kDormant">
      <summary>
        <para>Object is domant. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kInvisible">
      <summary>
        <para>Object is invisible (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kHilite">
      <summary>
        <para>Object is hilited (has selectable components). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kTemplate">
      <summary>
        <para>Object is templated (Not renderable). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kActiveTemplate">
      <summary>
        <para>Object is active and templated. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kActiveComponent">
      <summary>
        <para>Object has active components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kLead">
      <summary>
        <para>Last selected object. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kIntermediateObject">
      <summary>
        <para>Construction object (not drawn). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kActiveAffected">
      <summary>
        <para>Affected by active object(s). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DisplayStatus.kNoStatus">
      <summary>
        <para>Object does not have a valid display status. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.DrawAPI">
      <summary>
        <para>Draw API identifiers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DrawAPI.kNone">
      <summary>
        <para>Uninitialized device. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DrawAPI.kOpenGL">
      <summary>
        <para>OpenGL. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DrawAPI.kDirectX11">
      <summary>
        <para>Direct X 11. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.DrawAPI.kAllDevices">
      <summary>
        <para>All : OpenGL and Direct X 11. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState)">
      <param name="obj">MBlendState</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.get_desc()">
      <returns>Returns a MBlendStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.desc" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.className" />
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.kMaxTargets" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation">
      <summary>
        <para>Blend operations for hardware target blending. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation.kAdd">
      <summary>
        <para>Add the source and destination together. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation.kSubtract">
      <summary>
        <para>Destination minus source. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation.kReverseSubtract">
      <summary>
        <para>Source minus destination. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation.kMin">
      <summary>
        <para>The minimum of the source and destination. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOperation.kMax">
      <summary>
        <para>The maximum of the source and destination. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption">
      <summary>
        <para>Specifies what value to use as blend factor with an optional pre-operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kZero">
      <summary>
        <para>Blend factor is 0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kOne">
      <summary>
        <para>Blend factor is 1. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kSourceColor">
      <summary>
        <para>Blend factor is source color, src.rgb. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kInvSourceColor">
      <summary>
        <para>Blend factor is the complement of the source color, (1 - src.rgb). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kSourceAlpha">
      <summary>
        <para>Blend factor is source alpha, src.a. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kInvSourceAlpha">
      <summary>
        <para>Blend factor is the complement of the source alpha, (1 - src.a). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kDestinationAlpha">
      <summary>
        <para>Blend factor is destination alpha, dst.a. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kInvDestinationAlpha">
      <summary>
        <para>Blend factor is the complement of the destination alpha, (1 - dst.a). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kDestinationColor">
      <summary>
        <para>Blend factor is destination color, dst.rgb. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kInvDestinationColor">
      <summary>
        <para>Blend factor is the complement of the destination color, (1 - dst.rgb). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kSourceAlphaSat">
      <summary>
        <para>Blend factor is (f, f, f, 1); where f = saturate(src.a) between 0 and 1. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kBothSourceAlpha">
      <summary>
        <para>Source blend factor is src.a, destination blend factor is (1- src.a). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kBothInvSourceAlpha">
      <summary>
        <para>Source blend factor is (1- src.a), destination blend factor is src.a. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kBlendFactor">
      <summary>
        <para>Blend factor is the global blend factor specified by users. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.BlendOption.kInvBlendFactor">
      <summary>
        <para>Blend factor is the complement of the global blend factor, (1 - blendFactor.rgba). </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask">
      <summary>
        <para>A bitfield that indicates which color components(red, green, blue, alpha) are writable. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kNoChannels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kRedChannel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kGreenChannel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kBlueChannel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kRGBChannels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kAlphaChannel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState.ChannelMask.kRGBAChannels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc)">
      <param name="rDesc">MBlendStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc)">
      <param name="obj">MBlendStateDesc</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.get_BlendFactor()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.set_BlendFactor(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.set_alphaToCoverageEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.get_alphaToCoverageEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.set_independentBlendEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.get_independentBlendEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.set_multiSampleMask(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.get_multiSampleMask()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.set_targetBlends(Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc)">
      <param name="value">MTargetBlendDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.get_targetBlends()">
      <returns>Returns a MTargetBlendDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.setDefaults()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.assign(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc)">
      <param name="rDesc">MBlendStateDesc</param>
      <returns>Returns a MBlendStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.BlendFactor" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.alphaToCoverageEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.independentBlendEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.multiSampleMask" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.targetBlends" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride)">
      <param name="obj">MCameraOverride</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mCameraPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mCameraPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mHiddenCameraList(Autodesk.Maya.OpenMaya.MDagPathArray)">
      <param name="value">MDagPathArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mHiddenCameraList()">
      <returns>Returns a MDagPathArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mUseHiddenCameraList(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mUseHiddenCameraList()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mUseProjectionMatrix(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mUseProjectionMatrix()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mProjectionMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mProjectionMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mUseViewMatrix(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mUseViewMatrix()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mViewMatrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mViewMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mUseNearClippingPlane(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mUseNearClippingPlane()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mNearClippingPlane(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mNearClippingPlane()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mUseFarClippingPlane(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mUseFarClippingPlane()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.set_mFarClippingPlane(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.get_mFarClippingPlane()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mCameraPath" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mHiddenCameraList" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mUseHiddenCameraList" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mUseProjectionMatrix" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mProjectionMatrix" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mUseViewMatrix" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mViewMatrix" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mUseNearClippingPlane" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mNearClippingPlane" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mUseFarClippingPlane" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MCameraOverride.mFarClippingPlane" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation)">
      <param name="obj">MRenderOperation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.targetOverrideList(System.UInt32&amp;)">
      <param name="listSize">output UInt32&amp;</param>
      <returns>Returns a MRenderTarget[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.enableSRGBWrite()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.viewportRectangleOverride()">
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.get_operationType()">
      <returns>Returns a MRenderOperationType.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.operationType" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType">
      <summary>
        <para>Supported render operation types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kClear">
      <summary>
        <para>Clear background operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kSceneRender">
      <summary>
        <para>Render a 3d scene. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kQuadRender">
      <summary>
        <para>Render a 2d quad. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kUserDefined">
      <summary>
        <para>User defined operation. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kHUDRender">
      <summary>
        <para>2D HUD draw operation </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderOperation.MRenderOperationType.kPresentTarget">
      <summary>
        <para>Present target for viewing. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation)">
      <param name="obj">MClearOperation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_ClearColor()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_ClearColor2()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.setClearColor(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.setClearColor2(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.set_mask(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_mask()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.set_clearGradient(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_clearGradient()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.set_clearStencil(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_clearStencil()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.set_clearDepth(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.get_clearDepth()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearColor" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearColor2" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.mask" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.clearGradient" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.clearStencil" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.clearDepth" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask">
      <summary>
        <para>ClearMask describes the set of channels to clear If the mask value is set then that given channel will be cleared. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask.kClearNone">
      <summary>
        <para>Clear nothing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask.kClearColor">
      <summary>
        <para>Clear color. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask.kClearDepth">
      <summary>
        <para>Clear depth. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask.kClearStencil">
      <summary>
        <para>Clear stencil. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearMask.kClearAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing)">
      <param name="obj">MComponentDataIndexing</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.componentType()">
      <returns>Returns a MComponentType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.setComponentType(Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing+MComponentType)">
      <param name="type">MComponentType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.get_indicesProperty()">
      <returns>Returns a MUintArray.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.indicesProperty" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.MComponentType">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing.MComponentType.kFaceVertex">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList)">
      <param name="obj">MComponentDataIndexingList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.get_Item(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MComponentDataIndexing.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.append(Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing)">
      <param name="desc">MComponentDataIndexing</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.removeAt(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.clear()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.Item" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.length" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState)">
      <param name="obj">MDepthStencilState</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.get_desc()">
      <returns>Returns a MDepthStencilStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.desc" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation">
      <summary>
        <para>Describes the choices for stencil buffer operations. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kKeepStencil">
      <summary>
        <para>Do not update the entry in the stencil buffer. </para>
      </summary>
      <remarks>
        <para>This is the default value </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kZeroStencil">
      <summary>
        <para>Set the stencil-buffer entry to 0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kReplaceStencil">
      <summary>
        <para>Replace the stencil-buffer entry with a reference value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kIncrementStencilSat">
      <summary>
        <para>Increment the stencil buffer entry, clamping to the maximum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kDecrementStencilSat">
      <summary>
        <para>Decrement the stencil buffer entry, clamping to zero. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kInvertStencil">
      <summary>
        <para>Invert the bits in the stencil-buffer entry. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kIncrementStencil">
      <summary>
        <para>Increment the stencil buffer entry, wrapping to zero if the new value exceeds the maximum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState.StencilOperation.kDecrementStencil">
      <summary>
        <para>Decrement the stencil buffer entry, wrapping to the maximum value if the new value is less than zero. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc)">
      <param name="rDesc">MDepthStencilStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc)">
      <param name="obj">MDepthStencilStateDesc</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_depthEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_depthEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_depthWriteEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_depthWriteEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_depthFunc(Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager+CompareMode)">
      <param name="value">CompareMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_depthFunc()">
      <returns>Returns a CompareMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_stencilEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_stencilEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_stencilReadMask(System.Byte)">
      <param name="value">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_stencilReadMask()">
      <returns>Returns a Byte.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_stencilWriteMask(System.Byte)">
      <param name="value">Byte</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_stencilWriteMask()">
      <returns>Returns a Byte.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_stencilReferenceVal(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_stencilReferenceVal()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_frontFace(Autodesk.Maya.OpenMayaRender.MHWRender.MStencilOpDesc)">
      <param name="value">MStencilOpDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_frontFace()">
      <returns>Returns a MStencilOpDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.set_backFace(Autodesk.Maya.OpenMayaRender.MHWRender.MStencilOpDesc)">
      <param name="value">MStencilOpDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.get_backFace()">
      <returns>Returns a MStencilOpDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.setDefaults()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.assign(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc)">
      <param name="rDesc">MDepthStencilStateDesc</param>
      <returns>Returns a MDepthStencilStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.depthEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.depthWriteEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.depthFunc" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.stencilEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.stencilReadMask" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.stencilWriteMask" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.stencilReferenceVal" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.frontFace" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc.backFace" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription)">
      <param name="obj">MDepthNormalizationDescription</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.set_fNearClipDistance(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.get_fNearClipDistance()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.set_fFarClipDistance(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.get_fFarClipDistance()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.set_fDepthScale(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.get_fDepthScale()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.set_fDepthBias(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.get_fDepthBias()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.fNearClipDistance" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.fFarClipDistance" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.fDepthScale" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDepthNormalizationDescription.fDepthBias" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion)">
      <param name="obj">MTextureUpdateRegion</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fXRangeMin(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fXRangeMin()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fXRangeMax(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fXRangeMax()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fYRangeMin(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fYRangeMin()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fYRangeMax(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fYRangeMax()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fZRangeMin(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fZRangeMin()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.set_fZRangeMax(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.get_fZRangeMax()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fXRangeMin" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fXRangeMax" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fYRangeMin" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fYRangeMax" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fZRangeMin" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureUpdateRegion.fZRangeMax" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="obj">MDrawContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getMatrix(Autodesk.Maya.OpenMayaRender.MFrameContext+MatrixType)">
      <param name="mtype">MatrixType</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getTuple(Autodesk.Maya.OpenMayaRender.MFrameContext+TupleType)">
      <param name="ttype">TupleType</param>
      <returns>Returns a MDoubleArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getViewportDimensions(System.Int32&amp;,System.Int32&amp;,System.Int32&amp;,System.Int32&amp;)">
      <param name="originX">Int32&amp;</param>
      <param name="originY">Int32&amp;</param>
      <param name="width">Int32&amp;</param>
      <param name="height">Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getFrustumBox()">
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getRenderTargetSize(System.Int32&amp;,System.Int32&amp;)">
      <param name="width">Int32&amp;</param>
      <param name="height">Int32&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getDepthRange(System.Single&amp;,System.Single&amp;)">
      <param name="nearVal">Single&amp;</param>
      <param name="farVal">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.viewDirectionAlongNegZ()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.numberOfActiveLights(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext+LightFilter)">
      <param name="lightFilter">LightFilter</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.numberOfActiveLights()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getLightInformation(System.UInt32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatVector,System.Single&amp;,Autodesk.Maya.OpenMaya.MColor,System.Boolean&amp;,System.Boolean&amp;,Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext+LightFilter)">
      <param name="lightNumber">UInt32</param>
      <param name="positions">MFloatPointArray</param>
      <param name="direction">MFloatVector</param>
      <param name="intensity">Single&amp;</param>
      <param name="color">MColor</param>
      <param name="hasDirection">Boolean&amp;</param>
      <param name="hasPosition">Boolean&amp;</param>
      <param name="lightFilter">LightFilter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getLightInformation(System.UInt32,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatVector,System.Single&amp;,Autodesk.Maya.OpenMaya.MColor,System.Boolean&amp;,System.Boolean&amp;)">
      <param name="lightNumber">UInt32</param>
      <param name="positions">MFloatPointArray</param>
      <param name="direction">MFloatVector</param>
      <param name="intensity">Single&amp;</param>
      <param name="color">MColor</param>
      <param name="hasDirection">Boolean&amp;</param>
      <param name="hasPosition">Boolean&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getLightParameterInformation(System.UInt32,Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext+LightFilter)">
      <param name="lightNumber">UInt32</param>
      <param name="lightFilter">LightFilter</param>
      <returns>Returns a MLightParameterInformation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.getLightParameterInformation(System.UInt32)">
      <param name="lightNumber">UInt32</param>
      <returns>Returns a MLightParameterInformation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.get_frameStamp()">
      <returns>Returns a UInt64.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.get_sceneBox()">
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.set_stateManager(Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager)">
      <param name="value">MStateManager</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.get_stateManager()">
      <returns>Returns a MStateManager.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.get_passContext()">
      <returns>Returns a MPassContext.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.frameStamp" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.sceneBox" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.stateManager" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.passContext" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType">
      <summary>
        <para>Environment mapping types for textures. </para>
      </summary>
      <remarks>
        <para>Describes the algorithm for how the data in the texture should be looked up. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvNone">
      <summary>
        <para>Direct mapping. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvSphere">
      <summary>
        <para>Sphere style environment mapping. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvHemiSphere">
      <summary>
        <para>Hemi-sphere style environment mapping. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvLatLong">
      <summary>
        <para>Latitude/longitude style environment map. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvCrossVert">
      <summary>
        <para>Vertical cross style environment map. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvCrossHoriz">
      <summary>
        <para>Horizontal cross style environment map. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kEnvCubemap">
      <summary>
        <para>6 faces cube map style environment map </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MEnvironmentMapType.kNumberOfEnvMapTypes">
      <summary>
        <para>Not to be used to describe a raster. This is the number of environment map types. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager)">
      <param name="obj">MFragmentManager</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.hasFragment(System.String)">
      <param name="fragmentName">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.fragmentList(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="fragmentNames">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.getFragmentXML(System.String,System.String&amp;)">
      <param name="fragmentName">String</param>
      <param name="buffer">output String&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.addShadeFragmentFromBuffer(System.String,System.Boolean)">
      <param name="buffer">String</param>
      <param name="hidden">Boolean</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.addShadeFragmentFromFile(System.String,System.Boolean)">
      <param name="fileName">String</param>
      <param name="hidden">Boolean</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.addFragmentGraphFromBuffer(System.String)">
      <param name="buffer">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.addFragmentGraphFromFile(System.String)">
      <param name="fileName">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.addFragmentPath(System.String)">
      <param name="path">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.setEffectOutputDirectory(System.String)">
      <param name="dir">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.getEffectOutputDirectory()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.setIntermediateGraphOutputDirectory(System.String)">
      <param name="dir">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.getIntermediateGraphOutputDirectory()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MFragmentManager.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry">
      <summary>
        <para>Geometric data cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MGeometry</ref> stores the collection of <ref>MGeometryData</ref> arrays which describe a Maya surface, including per-component data such as UV mapping and colour.</para>
        <para>Various methods are provided for returning <ref>MGeometryData</ref> containing the data for different properties of the geometry: the <ref>position()</ref> method returns position data, the <ref>normal()</ref> method returns normals, and so on.</para>
        <para>The <ref>primitiveArray()</ref> method returns <ref>MGeometryPrimitive</ref>'s which provide indexing into those property arrays for each primitive to be drawn. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Copy constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry)">
      <param name="obj">MGeometry</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.dataTypeString(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DataType)">
      <param name="d">DataType</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.semanticString(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Semantic)">
      <param name="s">Semantic</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.primitiveString(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive)">
      <param name="p">Primitive</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.drawModeString(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DrawMode)">
      <param name="d">DrawMode</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.vertexBuffer(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MVertexBuffer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.createVertexBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptor)">
      <param name="desc">MVertexBufferDescriptor</param>
      <returns>Returns a MVertexBuffer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.addVertexBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBuffer)">
      <param name="buffer">MVertexBuffer</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.deleteVertexBuffer(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.indexBuffer(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a MIndexBuffer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.createIndexBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DataType)">
      <param name="type">DataType</param>
      <returns>Returns a MIndexBuffer.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.addIndexBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer)">
      <param name="buffer">MIndexBuffer</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.deleteIndexBuffer(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.get_vertexBufferCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.get_indexBufferCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.vertexBufferCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.indexBufferCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DataType">
      <summary>
        <para>Specifies the data type of the storage array. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic">
      <summary>
        <para>Specifies the semantic of a data buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kInvalidSemantic">
      <summary>
        <para>Invalid data type (default value) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kPosition">
      <summary>
        <para>Position vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kNormal">
      <summary>
        <para>Normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kTexture">
      <summary>
        <para>Texture coordinate tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kColor">
      <summary>
        <para>Color tuple. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kTangent">
      <summary>
        <para>Tangent vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kBitangent">
      <summary>
        <para>Bi-normal vector. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Semantic.kTangentWithSign">
      <summary>
        <para>Tangent vector with winding order sign. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive">
      <summary>
        <para>Specifies the data primitive type constructed by the indexing array. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kInvalidPrimitive">
      <summary>
        <para>Default value is not valid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kPoints">
      <summary>
        <para>List of points. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kLines">
      <summary>
        <para>List of lines. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kLineStrip">
      <summary>
        <para>A line strip. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kTriangles">
      <summary>
        <para>List of triangles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kTriangleStrip">
      <summary>
        <para>A triangle strip. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kAdjacentTriangles">
      <summary>
        <para>A list of triangle with adjacency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kAdjacentTriangleStrip">
      <summary>
        <para>A triangle strip with adjacency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kAdjacentLines">
      <summary>
        <para>A list of lines with adjacency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kAdjacentLineStrip">
      <summary>
        <para>A line strip with adjacency. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.Primitive.kPatch">
      <summary>
        <para>A patch. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DrawMode">
      <summary>
        <para>Specifies draw mode for render items. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DrawMode.kWireframe">
      <summary>
        <para>Draw in wireframe mode only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DrawMode.kShaded">
      <summary>
        <para>Draw in shaded mode only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DrawMode.kTextured">
      <summary>
        <para>Draw in textured mode only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry.DrawMode.kAll">
      <summary>
        <para>Draw in all modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping)">
      <param name="obj">MGeometryIndexMapping</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.dagPath(System.Int32)">
      <param name="geometryIdx">Int32</param>
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.component(System.Int32)">
      <param name="geometryIdx">Int32</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.indexStart(System.Int32)">
      <param name="geometryIdx">Int32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.indexLength(System.Int32)">
      <param name="geometryIdx">Int32</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.get_geometryCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryIndexMapping.geometryCount" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements">
      <summary>
        <para>Image manipulation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MGeometryRequirements</ref> stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialized to no requirements. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initialized to no requirements. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements)">
      <param name="obj">MGeometryRequirements</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.addVertexRequirement(Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptor)">
      <param name="descriptor">MVertexBufferDescriptor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.addIndexingRequirement(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor)">
      <param name="descriptor">MIndexBufferDescriptor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.get_vertexRequirements()">
      <returns>Returns a MVertexBufferDescriptorList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.get_indexingRequirements()">
      <returns>Returns a MIndexBufferDescriptorList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.vertexRequirements" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.indexingRequirements" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities)">
      <param name="obj">MGeometryUtilities</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.wireframeColor(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="path">MDagPath</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.displayStatus(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="path">MDagPath</param>
      <returns>Returns a DisplayStatus.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.acquireReferenceGeometry(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities+GeometricShape,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryRequirements)">
      <param name="shape">GeometricShape</param>
      <param name="requirements">MGeometryRequirements</param>
      <returns>Returns a MGeometry.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.releaseReferenceGeometry(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry)">
      <param name="geometry">MGeometry</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.GeometricShape">
      <summary>
        <para>Default geometry shapes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.GeometricShape.kDefaultSphere">
      <summary>
        <para>Sphere with radius 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.GeometricShape.kDefaultPlane">
      <summary>
        <para>Plane with width and height of 1, centered at 0,0,0. </para>
      </summary>
      <remarks>
        <para>Assuming "Y-Up" orientation: width = x-axis, and height = y-axis. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MGeometryUtilities.GeometricShape.kDefaultCube">
      <summary>
        <para>Cube with width, height and depth of 1, centered at 0,0,0. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender)">
      <param name="obj">MHUDRender</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.hasUIDrawables()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.addUIDrawables(Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="drawManager2D">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MHUDRender.name" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DataType)">
      <param name="type">DataType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer)">
      <param name="obj">MIndexBuffer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.resourceHandle(System.Byte*,System.UInt32)">
      <param name="handle">Byte*</param>
      <param name="size">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.acquire(System.UInt32,System.Boolean)">
      <param name="size">UInt32</param>
      <param name="writeOnly">Boolean</param>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.commit(System.Byte*)">
      <param name="buffer">Byte*</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.map()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.unmap()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.unload()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.acquire(System.UInt32)">
      <param name="size">UInt32</param>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.get_dataType()">
      <returns>Returns a DataType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.get_size()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.get_hasCustomResourceHandle()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.dataType" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.size" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.hasCustomResourceHandle" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBuffer.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive,System.UInt32,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DataType)">
      <param name="type">IndexType</param>
      <param name="name">String</param>
      <param name="primitive">Primitive</param>
      <param name="primitiveStride">UInt32</param>
      <param name="component">MObject</param>
      <param name="dataType">DataType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive,System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <param name="type">IndexType</param>
      <param name="name">String</param>
      <param name="primitive">Primitive</param>
      <param name="primitiveStride">UInt32</param>
      <param name="component">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive,System.UInt32)">
      <param name="type">IndexType</param>
      <param name="name">String</param>
      <param name="primitive">Primitive</param>
      <param name="primitiveStride">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive)">
      <param name="type">IndexType</param>
      <param name="name">String</param>
      <param name="primitive">Primitive</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor)">
      <param name="obj">MIndexBufferDescriptor</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.setIndexType(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType)">
      <param name="val">IndexType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.setPrimitive(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive)">
      <param name="val">Primitive</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_indexType(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor+IndexType)">
      <param name="value">IndexType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_indexType()">
      <returns>Returns a IndexType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_primitive(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+Primitive)">
      <param name="value">Primitive</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_primitive()">
      <returns>Returns a Primitive.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_primitiveStride(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_primitiveStride()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_component(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_component()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.set_dataType(Autodesk.Maya.OpenMayaRender.MHWRender.MGeometry+DataType)">
      <param name="value">DataType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.get_dataType()">
      <returns>Returns a DataType.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.name" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.indexType" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.primitive" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.primitiveStride" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.component" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.dataType" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kVertexPoint">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kEdgeLine">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kTriangleEdge">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kTriangle">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kFaceCenter">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kEditPoint">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kControlVertex">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kHullEdgeLine">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kHullTriangle">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kHullFaceCenter">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kHullEdgeCenter">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kHullUV">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kSubDivEdge">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kTangent">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor.IndexType.kCustom">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList)">
      <param name="obj">MIndexBufferDescriptorList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.getDescriptor(System.Int32,Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor)">
      <param name="index">Int32</param>
      <param name="desc">MIndexBufferDescriptor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.append(Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptor)">
      <param name="desc">MIndexBufferDescriptor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.removeAt(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.clear()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.length" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MIndexBufferDescriptorList.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext)">
      <param name="obj">MInitContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.set_shader(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.get_shader()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.set_dagPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.get_dagPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.shader" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext.dagPath" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback)">
      <param name="obj">MInitFeedback</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.set_customData(Autodesk.Maya.OpenMaya.MUserData)">
      <param name="value">MUserData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.get_customData()">
      <returns>Returns a MUserData.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback.customData" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation)">
      <param name="obj">MLightParameterInformation</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.parameterList(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="list">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.parameterType(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a ParameterType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.parameterSemantic(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a StockParameterSemantic.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.parameterNames(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="list">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.arrayParameterCount(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a UInt32.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(System.String,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="parameterName">String</param>
      <param name="value">MIntArray</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(System.String,Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="parameterName">String</param>
      <param name="value">MFloatArray</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(System.String,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="parameterName">String</param>
      <param name="value">MMatrix</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="parameterName">String</param>
      <param name="samplerDesc">MSamplerStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameterTextureHandle(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MTextureAssignment)">
      <param name="parameterName">String</param>
      <param name="value">MTextureAssignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMaya.MIntArray)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="value">MIntArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMaya.MFloatArray)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="value">MFloatArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="samplerDesc">MSamplerStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameterTextureHandle(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic)">
      <param name="semantic">StockParameterSemantic</param>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.getParameter(Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation+StockParameterSemantic,Autodesk.Maya.OpenMayaRender.MHWRender.MTextureAssignment)">
      <param name="semantic">StockParameterSemantic</param>
      <param name="value">MTextureAssignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.get_lightType()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.get_lightPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.lightType" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.lightPath" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType">
      <summary>
        <para>Specifies light parameter data types. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kInvalid">
      <summary>
        <para>Invalid element type (default value) </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kBoolean">
      <summary>
        <para>Boolean. </para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kInteger">
      <summary>
        <para>Signed 32-bit integer. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat">
      <summary>
        <para>IEEE single precision floating point. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat2">
      <summary>
        <para>IEEE single precision floating point (x2) </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat3">
      <summary>
        <para>IEEE single precision floating point (x3) </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat4">
      <summary>
        <para>IEEE single precision floating point (x4) </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat4x4Row">
      <summary>
        <para>IEEE single precision floating point row-major matrix (4x4) </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kFloat4x4Col">
      <summary>
        <para>IEEE single precision floating point column-major matrix (4x4) </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kTexture2">
      <summary>
        <para>2D texture </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.ParameterType.kSampler">
      <summary>
        <para>Sampler. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic">
      <summary>
        <para>Specifies semantic meanings for predefined names for common or "stock" light parameters. </para>
      </summary>
      <remarks>
        <para>The semantic is provided to aid in the determination of the appropriate mapping of parameter values to programmable shader or fixed function lighting inputs.</para>
        <para>Note that not all parameters exist on all lights so there may be no match for a given stock name. For example a directional light will have no position parameter. </para>
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    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kNoSemantic">
      <summary>
        <para>No semantic. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kLightEnabled">
      <summary>
        <para>Light is enabled. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kWorldPosition">
      <summary>
        <para>World space position. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kWorldDirection">
      <summary>
        <para>World space direction. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kIntensity">
      <summary>
        <para>Intensity. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kColor">
      <summary>
        <para>Color. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kEmitsDiffuse">
      <summary>
        <para>Emits diffuse lighting. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kEmitsSpecular">
      <summary>
        <para>Emits specular lighting. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kDecayRate">
      <summary>
        <para>Decay rate (0=No Decay, 1=Linear, 2=Quadratic, 3=Cubic) </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kDropoff">
      <summary>
        <para>Dropoff. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kCosConeAngle">
      <summary>
        <para>Cosine of the cone angle. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kStartShadowParameters">
      <summary>
        <para>Incoming irradiance. Also marks the beginning of enums for shadowing. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kIrradianceIn">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowMap">
      <summary>
        <para>Shadow map. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowSamp">
      <summary>
        <para>Shadow map sampler. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowBias">
      <summary>
        <para>Shadow map bias. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowMapSize">
      <summary>
        <para>Shadow map size. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowViewProj">
      <summary>
        <para>Shadow map view projection matrix. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowColor">
      <summary>
        <para>Shadow color. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kGlobalShadowOn">
      <summary>
        <para>Global toggle for whether shadows are enabled or not. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MLightParameterInformation.StockParameterSemantic.kShadowOn">
      <summary>
        <para>Local toggle per light for whether shadows are enabled or not. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext)">
      <param name="obj">MPassContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kColorPassSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kShadowPassSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kDepthPassSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kNormalDepthPassSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kOpaqueGeometrySemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kPreUIGeometrySemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kPostUIGeometrySemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kUIGeometrySemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kOpaqueUISemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kTransparentUISemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kXrayUISemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kTransparentGeometrySemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kCullBackSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kCullFrontSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kMaterialOverrideSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_kUserPassSemantic()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_passIdentifier()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_passSemantics()">
      <returns>Returns a MStringArray.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.get_hasShaderOverride()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kColorPassSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kShadowPassSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kDepthPassSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kNormalDepthPassSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kOpaqueGeometrySemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kPreUIGeometrySemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kPostUIGeometrySemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kUIGeometrySemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kOpaqueUISemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kTransparentUISemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kXrayUISemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kTransparentGeometrySemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kCullBackSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kCullFrontSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kMaterialOverrideSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.kUserPassSemantic" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.passIdentifier" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.passSemantics" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPassContext.hasShaderOverride" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.#ctor(System.String)">
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget)">
      <param name="obj">MPresentTarget</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.setTargetBackBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget+MTargetBackBuffer)">
      <param name="backBuffer">MTargetBackBuffer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.set_presentDepth(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.get_presentDepth()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.set_targetBackBuffer(Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget+MTargetBackBuffer)">
      <param name="value">MTargetBackBuffer</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.get_targetBackBuffer()">
      <returns>Returns a MTargetBackBuffer.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.presentDepth" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.targetBackBuffer" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.MTargetBackBuffer">
      <summary>
        <para>Supported output target back-buffer options. </para>
      </summary>
      <remarks>
        <para>If the final output target is an on-screen OpenGL context which supports active stereo rendering then it is possible to send the output to either the left or right back-buffer.</para>
        <para>If the final output target is an offscreen target or if the on-screen OpenGL context being used does not support active stereo, then only the 'center' option can be used. 'Center' is the default back-buffer associated with an OpenGL context. If 'left' or 'right' options are specified they will be ignored in these cases.</para>
        <para>This option is currently ignored if the active rendering API is not OpenGL. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.MTargetBackBuffer.kCenterBuffer">
      <summary>
        <para>Default or 'center' buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.MTargetBackBuffer.kLeftBuffer">
      <summary>
        <para>Left back-buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MPresentTarget.MTargetBackBuffer.kRightBuffer">
      <summary>
        <para>Right back-buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb)">
      <param name="obj">MObject</param>
      <param name="callback">GeometryDrawOverrideCb</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride)">
      <param name="obj">MPxDrawOverride</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.supportedDrawAPIs()">
      <returns>Returns a DrawAPI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.hasUIDrawables()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.transform(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="objPath">MDagPath</param>
      <param name="cameraPath">MDagPath</param>
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.boundingBox(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="objPath">MDagPath</param>
      <param name="cameraPath">MDagPath</param>
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.isBounded(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="objPath">MDagPath</param>
      <param name="cameraPath">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.disableInternalBoundingBoxDraw()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.prepareForDraw(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaRender.MFrameContext,Autodesk.Maya.OpenMaya.MUserData)">
      <param name="objPath">MDagPath</param>
      <param name="cameraPath">MDagPath</param>
      <param name="frameContext">MFrameContext</param>
      <param name="oldData">MUserData</param>
      <returns>Returns a MUserData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.addUIDrawables(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext,Autodesk.Maya.OpenMaya.MUserData)">
      <param name="objPath">MDagPath</param>
      <param name="drawManager">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
      <param name="data">MUserData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.Invoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMaya.MUserData)">
      <param name="drawContext">MDrawContext</param>
      <param name="userData">MUserData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.BeginInvoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMaya.MUserData,System.AsyncCallback,System.Object)">
      <param name="drawContext">MDrawContext</param>
      <param name="userData">MUserData</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.Invoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMaya.MUserData)">
      <param name="drawContext">MDrawContext</param>
      <param name="userData">MUserData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.BeginInvoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMaya.MUserData,System.AsyncCallback,System.Object)">
      <param name="drawContext">MDrawContext</param>
      <param name="userData">MUserData</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCb.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCbBridge" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCbBridge.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCbBridge.Invoke(System.IntPtr,System.IntPtr)">
      <param name="drawContext">IntPtr</param>
      <param name="userData">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCbBridge.BeginInvoke(System.IntPtr,System.IntPtr,System.AsyncCallback,System.Object)">
      <param name="drawContext">IntPtr</param>
      <param name="userData">IntPtr</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride+GeometryDrawOverrideCbBridge.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="obj">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride)">
      <param name="obj">MPxShaderOverride</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.initialize(Autodesk.Maya.OpenMaya.MObject)">
      <param name="shader">MObject</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.initialize(Autodesk.Maya.OpenMayaRender.MHWRender.MInitContext,Autodesk.Maya.OpenMayaRender.MHWRender.MInitFeedback)">
      <param name="initContext">MInitContext</param>
      <param name="initFeedback">MInitFeedback</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.updateDG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.updateDevice()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.endUpdate()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.handlesDraw(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.activateKey(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,System.String)">
      <param name="context">MDrawContext</param>
      <param name="key">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.draw(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMayaRender.MHWRender.MRenderItemList)">
      <param name="context">MDrawContext</param>
      <param name="renderItemList">MRenderItemList</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.terminateKey(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,System.String)">
      <param name="context">MDrawContext</param>
      <param name="key">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.supportedDrawAPIs()">
      <returns>Returns a DrawAPI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.isTransparent()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.overridesDrawState()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.rebuildAlways()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.boundingBoxExtraScale()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.shaderInstance()">
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.activateKey(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.terminateKey(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPxShaderOverride.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator)">
      <param name="obj">MPxVertexBufferGenerator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.getSourceIndexing(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing)">
      <param name="arg0">MObject</param>
      <param name="sourceIndexing">MComponentDataIndexing</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.getSourceStreams(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="arg0">MObject</param>
      <param name="sourceStreams">MStringArray</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.createVertexStream(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBuffer,Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing,Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexing,Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferArray)">
      <param name="arg0">MObject</param>
      <param name="vertexBuffer">MVertexBuffer</param>
      <param name="targetIndexing">MComponentDataIndexing</param>
      <param name="sharedIndexing">MComponentDataIndexing</param>
      <param name="sourceStreams">MVertexBufferArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MPxVertexBufferGenerator.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.#ctor(System.String)">
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender)">
      <param name="obj">MQuadRender</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.shader()">
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.clearOperation()">
      <returns>Returns a MClearOperation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.depthStencilStateOverride()">
      <returns>Returns a MDepthStencilState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.rasterizerStateOverride()">
      <returns>Returns a MRasterizerState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MQuadRender.blendStateOverride()">
      <returns>Returns a MBlendState.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat">
      <summary>
        <para>Pixel / raster formats. </para>
      </summary>
      <remarks>
        <para>The following short form notation is used for channel specification:</para>
        <para>
          <list type="bullet">
            <item>
              <para>R = red channel</para>
            </item>
            <item>
              <para>G = green channel</para>
            </item>
            <item>
              <para>B = blue channel</para>
            </item>
            <item>
              <para>A = alpha channel</para>
            </item>
            <item>
              <para>E = exponent channel</para>
            </item>
            <item>
              <para>L = luminence channel</para>
            </item>
            <item>
              <para>X = channel is not used</para>
            </item>
            <item>
              <para>DXT1, DXT2, DXT3, DXT4, and DXT5 are S3 compression formats</para>
            </item>
            <item>
              <para>Numbers after the channel gives the bit depth</para>
            </item>
            <item>
              <para>Channel order is data storage order.</para>
            </item>
          </list>
        </para>
        <para>The following short form notation is used for data format specification:</para>
        <para>
          <list type="bullet">
            <item>
              <para>UNORM means unsigned values which have been normalized to the 0 to 1 range.</para>
            </item>
            <item>
              <para>SNORM means signed values which have been normalized to the -1 to 1 range.</para>
            </item>
            <item>
              <para>UINT means unsigned integer values</para>
            </item>
            <item>
              <para>SINT means signed integer values</para>
            </item>
            <item>
              <para>FLOAT means floating point</para>
            </item>
            <item>
              <para>If normalization is not explicitly specified then the values are unnormalized </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kD24S8">
      <summary>
        <para>Depth: 24-bit, Stencil 8-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kD24X8">
      <summary>
        <para>Depth: 24-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kD32_FLOAT">
      <summary>
        <para>Depth 32-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR24G8">
      <summary>
        <para>Red 24-bit, Green 8-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR24X8">
      <summary>
        <para>Red 24-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT1_UNORM">
      <summary>
        <para>DXT1 : unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT1_UNORM_SRGB">
      <summary>
        <para>DXT1 : unsigned, sRGB format. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT2_UNORM">
      <summary>
        <para>DXT2 : unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT2_UNORM_SRGB">
      <summary>
        <para>DXT2 : sRGB format. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT2_UNORM_PREALPHA">
      <summary>
        <para>DXT2, pre-multiplied alpha. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT3_UNORM">
      <summary>
        <para>DXT3 : unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT3_UNORM_SRGB">
      <summary>
        <para>DXT3 : unsigned, sRGB format. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT3_UNORM_PREALPHA">
      <summary>
        <para>DXT3, pre-multiplied alpha. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT4_UNORM">
      <summary>
        <para>DXT4 : unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT4_SNORM">
      <summary>
        <para>DXT4 : signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT5_UNORM">
      <summary>
        <para>DXT5 : unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kDXT5_SNORM">
      <summary>
        <para>DXT5 : signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR9G9B9E5_FLOAT">
      <summary>
        <para>HDR format : 9 bits for each of RGB, no alpha, 5 bit shared exponent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR1_UNORM">
      <summary>
        <para>Red: 1-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kA8">
      <summary>
        <para>Alpha: 8-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8_UNORM">
      <summary>
        <para>Red: 8-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8_SNORM">
      <summary>
        <para>Red: 8-bit signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8_UINT">
      <summary>
        <para>Red: 8-bit unsigned integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8_SINT">
      <summary>
        <para>Red: 8-bit signed integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kL8">
      <summary>
        <para>Luminence: 8-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16_FLOAT">
      <summary>
        <para>Red: 16-bit float. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16_UNORM">
      <summary>
        <para>Red: 16-bit unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16_SNORM">
      <summary>
        <para>Red: 16-bit signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16_UINT">
      <summary>
        <para>Red: 16-bit unsigned integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16_SINT">
      <summary>
        <para>Red: 16-bit signed integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kL16">
      <summary>
        <para>Luminence, 16-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8_UNORM">
      <summary>
        <para>Red: 8-bit, Green : 8-bit, unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8_SNORM">
      <summary>
        <para>Red: 8-bit, Green : 8-bit, signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8_UINT">
      <summary>
        <para>Red: 8-bit, Green : 8-bit, unsigned integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8_SINT">
      <summary>
        <para>Red: 8-bit, Green : 8-bit, signed integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kB5G5R5A1">
      <summary>
        <para>RGB : 5-bits each, Alpha : 1-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kB5G6R5">
      <summary>
        <para>RGB : 5-bits each, Alpha : 1-bit. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32_FLOAT">
      <summary>
        <para>Red : 32-bit float. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32_UINT">
      <summary>
        <para>Red : 32-bit unsigned integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32_SINT">
      <summary>
        <para>Red : 32-bit signed integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16_FLOAT">
      <summary>
        <para>Red and green : 16-bit float each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16_UNORM">
      <summary>
        <para>Red and green : 16-bit unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16_SNORM">
      <summary>
        <para>Red and green : 16-bit signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16_UINT">
      <summary>
        <para>Red and green : 16-bit unsigned. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16_SINT">
      <summary>
        <para>Red and green : 16-bit signed. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8B8A8_UNORM">
      <summary>
        <para>RGBA : 8-bits unsigned each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8B8A8_SNORM">
      <summary>
        <para>RGBA : 8-bits signed each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8B8A8_UINT">
      <summary>
        <para>RGBA : 8-bits unsigned integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8B8A8_SINT">
      <summary>
        <para>RGBA : 8-bits signed integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR10G10B10A2_UNORM">
      <summary>
        <para>2 bit alpha, 10 bits for each of RGB </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR10G10B10A2_UINT">
      <summary>
        <para>2 bit alpha, 10 bits for each of RGB, unsigned integer </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kB8G8R8A8">
      <summary>
        <para>BGRA : 8-bits each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kB8G8R8X8">
      <summary>
        <para>BGR : 8-bits each. </para>
      </summary>
      <remarks>
        <para>No alpha </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR8G8B8X8">
      <summary>
        <para>RGB : 8-bits each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kA8B8G8R8">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32_FLOAT">
      <summary>
        <para>RG : 32-bits float each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32_UINT">
      <summary>
        <para>RG : 32-bits unsigned each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32_SINT">
      <summary>
        <para>RG : 32-bits signed each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16B16A16_FLOAT">
      <summary>
        <para>RGBA : 16-bits float each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16B16A16_UNORM">
      <summary>
        <para>RGBA : 16-bits unsigned each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16B16A16_SNORM">
      <summary>
        <para>RGBA : 16-bits signed each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16B16A16_UINT">
      <summary>
        <para>RGBA : 16-bits unsigned integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR16G16B16A16_SINT">
      <summary>
        <para>RGBA : 16-bits unsigned integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32_FLOAT">
      <summary>
        <para>RGB : 32-bits float each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32_UINT">
      <summary>
        <para>RGB : 32-bits unsigned integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32_SINT">
      <summary>
        <para>RGB : 32-bits signed integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32A32_FLOAT">
      <summary>
        <para>RGBA : 32-bits float each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32A32_UINT">
      <summary>
        <para>RGBA : 32-bits unsigned integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kR32G32B32A32_SINT">
      <summary>
        <para>RGBA : 32-bits signed integer each. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat.kNumberOfRasterFormats">
      <summary>
        <para>Not to be used to describe a raster. </para>
      </summary>
      <remarks>
        <para>This is the number of rasters formats </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState)">
      <param name="obj">MRasterizerState</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.get_desc()">
      <returns>Returns a MRasterizerStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.desc" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.FillMode">
      <summary>
        <para>Indicates how to fill various primitives. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.FillMode.kFillWireFrame">
      <summary>
        <para>Primitives have only the wireframe edges drawn. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.FillMode.kFillSolid">
      <summary>
        <para>Primitives are solid filled. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.CullMode">
      <summary>
        <para>Indicates how to cull primitive faces during drawing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.CullMode.kCullNone">
      <summary>
        <para>Disables frontface/backface culling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.CullMode.kCullFront">
      <summary>
        <para>Culls front facing facets. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState.CullMode.kCullBack">
      <summary>
        <para>Culls back facing facets. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc)">
      <param name="rDesc">MRasterizerStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc)">
      <param name="obj">MRasterizerStateDesc</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_fillMode(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState+FillMode)">
      <param name="value">FillMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_fillMode()">
      <returns>Returns a FillMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_cullMode(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState+CullMode)">
      <param name="value">CullMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_cullMode()">
      <returns>Returns a CullMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_frontCounterClockwise(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_frontCounterClockwise()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_depthBiasIsFloat(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_depthBiasIsFloat()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_depthBias(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_depthBias()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_depthBiasClamp(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_depthBiasClamp()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_slopeScaledDepthBias(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_slopeScaledDepthBias()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_depthClipEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_depthClipEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_scissorEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_scissorEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_multiSampleEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_multiSampleEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.set_antialiasedLineEnable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.get_antialiasedLineEnable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.setDefaults()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.assign(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc)">
      <param name="rDesc">MRasterizerStateDesc</param>
      <returns>Returns a MRasterizerStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.fillMode" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.cullMode" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.frontCounterClockwise" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.depthBiasIsFloat" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.depthBias" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.depthBiasClamp" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.slopeScaledDepthBias" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.depthClipEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.scissorEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.multiSampleEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerStateDesc.antialiasedLineEnable" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderer" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderer.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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        <para>Information to perform rendering into a hardware render target. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MRenderTarget</ref> is a class contains information about a given hardware render target. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget)">
      <param name="obj">MRenderTarget</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.updateDescription(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription)">
      <param name="targetDescription">MRenderTargetDescription</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.targetDescription(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription)">
      <param name="desc">MRenderTargetDescription</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.rawData(System.Int32&amp;,System.Int32&amp;)">
      <param name="rowPitch">Int32&amp;</param>
      <param name="slicePitch">Int32&amp;</param>
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment)">
      <param name="obj">MRenderTargetAssignment</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.set_target(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget)">
      <param name="value">MRenderTarget</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.get_target()">
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment.target" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.#ctor(System.String,System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat,System.UInt32,System.Boolean)">
      <param name="name">String</param>
      <param name="width">UInt32</param>
      <param name="height">UInt32</param>
      <param name="multiSampleCount">UInt32</param>
      <param name="rasterFormat">MRasterFormat</param>
      <param name="arraySliceCount">UInt32</param>
      <param name="isCubeMap">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription)">
      <param name="obj">MRenderTargetDescription</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.compatibleWithDescription(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription)">
      <param name="desc">MRenderTargetDescription</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_width(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_width()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_height(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_height()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_multiSampleCount(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_multiSampleCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_rasterFormat(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat)">
      <param name="value">MRasterFormat</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_rasterFormat()">
      <returns>Returns a MRasterFormat.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_arraySliceCount(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_arraySliceCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_isCubeMap(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_isCubeMap()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.set_allowsUnorderedAccess(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.get_allowsUnorderedAccess()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.name" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.width" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.height" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.multiSampleCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.rasterFormat" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.arraySliceCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.isCubeMap" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription.allowsUnorderedAccess" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager)">
      <param name="obj">MRenderTargetManager</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.acquireRenderTarget(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetDescription)">
      <param name="targetDescription">MRenderTargetDescription</param>
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.acquireRenderTargetFromScreen(System.String)">
      <param name="targetName">String</param>
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.formatSupportsSRGBWrite(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterFormat)">
      <param name="format">MRasterFormat</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.releaseRenderTarget(Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTarget)">
      <param name="target">MRenderTarget</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetManager.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState)">
      <param name="obj">MSamplerState</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.resourceHandle()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.get_desc()">
      <returns>Returns a MSamplerStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.desc" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter">
      <summary>
        <para>Indicates how to filter a texture sample. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinMagMipPoint">
      <summary>
        <para>Use point sampling for minification, magnification, and mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinMagPoint_MipLinear">
      <summary>
        <para>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinPoint_MagLinear_MipPoint">
      <summary>
        <para>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinPoint_MagMipLinear">
      <summary>
        <para>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinLinear_MagMipPoint">
      <summary>
        <para>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinLinear_MagPoint_MipLinear">
      <summary>
        <para>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinMagLinear_MipPoint">
      <summary>
        <para>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kMinMagMipLinear">
      <summary>
        <para>Use linear interpolation for minification, magnification, and mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureFilter.kAnisotropic">
      <summary>
        <para>Use anisotropic filtering for minification, magnification, and mip-level sampling. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureAddress">
      <summary>
        <para>Indicates how to handle texture addresses beyond the canonical (0..1, 0..1) range. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureAddress.kTexWrap">
      <summary>
        <para>Wrap addresses beyond the [0,1] tile back into the [0.1] range, repeating the texture over the surface. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureAddress.kTexMirror">
      <summary>
        <para>Similar to wrap, but with odd tiles mirrored in u and v. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureAddress.kTexClamp">
      <summary>
        <para>Clamp address in the [0, 1] range. </para>
      </summary>
      <remarks>
        <para>Extends edge pixels beyond range. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState.TextureAddress.kTexBorder">
      <summary>
        <para>Clamp samples out of [0, 1] range to border color. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="rDesc">MSamplerStateDesc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="obj">MSamplerStateDesc</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_BorderColor()">
      <returns>Returns a Single[].</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_BorderColor(System.Single[])">
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_filter(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState+TextureFilter)">
      <param name="value">TextureFilter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_filter()">
      <returns>Returns a TextureFilter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_comparisonFn(Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager+CompareMode)">
      <param name="value">CompareMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_comparisonFn()">
      <returns>Returns a CompareMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_addressU(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState+TextureAddress)">
      <param name="value">TextureAddress</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_addressU()">
      <returns>Returns a TextureAddress.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_addressV(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState+TextureAddress)">
      <param name="value">TextureAddress</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_addressV()">
      <returns>Returns a TextureAddress.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_addressW(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState+TextureAddress)">
      <param name="value">TextureAddress</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_addressW()">
      <returns>Returns a TextureAddress.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_mipLODBias(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_mipLODBias()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_minLOD(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_minLOD()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_maxLOD(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_maxLOD()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_maxAnisotropy(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_maxAnisotropy()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_coordCount(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_coordCount()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.set_elementIndex(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.get_elementIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.setDefaults()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.assign(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="rDesc">MSamplerStateDesc</param>
      <returns>Returns a MSamplerStateDesc.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.BorderColor" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.filter" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.comparisonFn" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.addressU" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.addressV" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.addressW" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.mipLODBias" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.minLOD" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.maxLOD" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.maxAnisotropy" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.coordCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.elementIndex" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.#ctor(System.String)">
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender)">
      <param name="obj">MSceneRender</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.preRender()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.postRender()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.preSceneRender(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.postSceneRender(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.renderFilterOverride()">
      <returns>Returns a MSceneFilterOption.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.cameraOverride()">
      <returns>Returns a MCameraOverride.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.objectSetOverride()">
      <returns>Returns a MSelectionList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.shaderOverride()">
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.objectTypeExclusions()">
      <returns>Returns a MObjectTypeExclusions.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.displayModeOverride()">
      <returns>Returns a MDisplayMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.lightModeOverride()">
      <returns>Returns a MLightingMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.shadowEnableOverride()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.postEffectsOverride()">
      <returns>Returns a MPostEffectsOverride.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.cullingOverride()">
      <returns>Returns a MCullingOption.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.clearOperation()">
      <returns>Returns a MClearOperation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.hasUIDrawables()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.addPreUIDrawables(Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="drawManager">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.addPostUIDrawables(Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="drawManager">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions">
      <summary>
        <para>Object type exclusions. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNone">
      <summary>
        <para>Exclude no object types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNurbsCurves">
      <summary>
        <para>Exclude NURBS curves. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNurbsSurfaces">
      <summary>
        <para>Exclude NURBS surface. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeMeshes">
      <summary>
        <para>Exclude polygonal meshes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludePlanes">
      <summary>
        <para>Exclude planes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeLights">
      <summary>
        <para>Exclude lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeCameras">
      <summary>
        <para>Exclude camera. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeJoints">
      <summary>
        <para>Exclude joints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeIkHandles">
      <summary>
        <para>Exclude IK handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeDeformers">
      <summary>
        <para>Exclude all deformations. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeDynamics">
      <summary>
        <para>Exclude all dynamics objects (emiiters, cloth) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeLocators">
      <summary>
        <para>Exclude locators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeDimensions">
      <summary>
        <para>Exclude all measurement objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeSelectHandles">
      <summary>
        <para>Exclude selection handles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludePivots">
      <summary>
        <para>Exclude pivots. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeTextures">
      <summary>
        <para>Exclude texure placement objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeGrid">
      <summary>
        <para>Exclude grid drawing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeCVs">
      <summary>
        <para>Exclude NURBS control vertices. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeHulls">
      <summary>
        <para>Exclude NURBS hulls. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeStrokes">
      <summary>
        <para>Exclude PaintFX strokes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeSubdivSurfaces">
      <summary>
        <para>Exclude subdivision surfaces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeFluids">
      <summary>
        <para>Exclude fluid objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeFollicles">
      <summary>
        <para>Exclude hair follicles. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeHairSystems">
      <summary>
        <para>Exclude hair system. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeImagePlane">
      <summary>
        <para>Exclude image planes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNCloths">
      <summary>
        <para>Exclude N-cloth objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNRigids">
      <summary>
        <para>Exclude rigid-body objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeDynamicConstraints">
      <summary>
        <para>Exclude rigid-body constraints. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeManipulators">
      <summary>
        <para>Exclude manipulators. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeNParticles">
      <summary>
        <para>Exclude N-particle objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeMotionTrails">
      <summary>
        <para>Exclude motion trails. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MObjectTypeExclusions.kExcludeAll">
      <summary>
        <para>Exclude all listed object types. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption">
      <summary>
        <para>Render filter options. </para>
      </summary>
      <remarks>
        <para>Refer to the <ref>renderFilterOverride()</ref> method for details on usage. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kNoSceneFilterOverride">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kRenderOpaqueShadedItems">
      <summary>
        <para>Render only opaque shaded objects but not their wireframe or components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kRenderTransparentShadedItems">
      <summary>
        <para>Render only transparent shaded objects but not their wireframe or components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kRenderShadedItems">
      <summary>
        <para>Render only shaded (opaque and transparent) objects but not their wireframe or components. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kRenderNonShadedItems">
      <summary>
        <para>Render wireframe and components for surfaces as well as non-surface objects. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MSceneFilterOption.kRenderAllItems">
      <summary>
        <para>Render all items. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode">
      <summary>
        <para>Display modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kNoDisplayModeOverride">
      <summary>
        <para>No display mode override. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kWireFrame">
      <summary>
        <para>Display wireframe. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kShaded">
      <summary>
        <para>Display shaded textured. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kDefaultMaterial">
      <summary>
        <para>Use default material. </para>
      </summary>
      <remarks>
        <para>Only applicable if shaded mode enabled. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kShadedNonTextured">
      <summary>
        <para>Display shaded non-textured. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MDisplayMode.kBoundingBox">
      <summary>
        <para>Display bounding boxes. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode">
      <summary>
        <para>Lighting mode. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode.kNoLightingModeOverride">
      <summary>
        <para>No lighting mode override. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode.kAmbientLight">
      <summary>
        <para>Use global ambient light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode.kLightDefault">
      <summary>
        <para>Use default light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode.kSelectedLights">
      <summary>
        <para>Use lights which are selected. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MLightingMode.kSceneLights">
      <summary>
        <para>Use all lights in the scene. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MCullingOption">
      <summary>
        <para>Culling option. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MCullingOption.kNoCullingOverride">
      <summary>
        <para>No culling override. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MCullingOption.kCullNone">
      <summary>
        <para>Don't perform culling. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MCullingOption.kCullBackFaces">
      <summary>
        <para>Cull back faces. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MSceneRender.MCullingOption.kCullFrontFaces">
      <summary>
        <para>Cull front faces. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro)">
      <param name="obj">MShaderCompileMacro</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.set_mName(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.get_mName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.set_mDefinition(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.get_mDefinition()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.mName" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro.mDefinition" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance)">
      <param name="obj">MShaderInstance</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.preDrawCallback()">
      <returns>Returns a DrawCb.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.postDrawCallback()">
      <returns>Returns a DrawCb.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.parameterList(Autodesk.Maya.OpenMaya.MStringArray)">
      <param name="list">MStringArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.parameterType(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a ParameterType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.isArrayParameter(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.semantic(System.String)">
      <param name="parameterName">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,System.Boolean)">
      <param name="parameterName">String</param>
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,System.Int32)">
      <param name="parameterName">String</param>
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,System.Single)">
      <param name="parameterName">String</param>
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,System.Single[])">
      <param name="parameterName">String</param>
      <param name="value">Single[]</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="parameterName">String</param>
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MTextureAssignment)">
      <param name="parameterName">String</param>
      <param name="textureAssignment">MTextureAssignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MRenderTargetAssignment)">
      <param name="parameterName">String</param>
      <param name="targetAssignment">MRenderTargetAssignment</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setParameter(System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState)">
      <param name="parameterName">String</param>
      <param name="sampler">MSamplerState</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setArrayParameter(System.String,System.Boolean[],System.UInt32)">
      <param name="parameterName">String</param>
      <param name="values">Boolean[]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setArrayParameter(System.String,System.Int32[],System.UInt32)">
      <param name="parameterName">String</param>
      <param name="values">Int32[]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.setArrayParameter(System.String,System.Single[],System.UInt32)">
      <param name="parameterName">String</param>
      <param name="values">Single[]</param>
      <param name="count">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.bind(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.getPassCount(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.activatePass(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,System.UInt32)">
      <param name="context">MDrawContext</param>
      <param name="pass">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.unbind(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.updateParameters(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <param name="context">MDrawContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.clone()">
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.set_isTransparent(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.get_isTransparent()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.isTransparent" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.Invoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMayaRender.MHWRender.MRenderItemList,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance)">
      <param name="context">MDrawContext</param>
      <param name="renderItemList">MRenderItemList</param>
      <param name="shaderInstance">MShaderInstance</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.BeginInvoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMayaRender.MHWRender.MRenderItemList,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance,System.AsyncCallback,System.Object)">
      <param name="context">MDrawContext</param>
      <param name="renderItemList">MRenderItemList</param>
      <param name="shaderInstance">MShaderInstance</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.Invoke(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext,Autodesk.Maya.OpenMayaRender.MHWRender.MRenderItemList,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance)">
      <param name="context">MDrawContext</param>
      <param name="renderItemList">MRenderItemList</param>
      <param name="shaderInstance">MShaderInstance</param>
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      <param name="context">MDrawContext</param>
      <param name="renderItemList">MRenderItemList</param>
      <param name="shaderInstance">MShaderInstance</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType">
      <summary>
        <para>Specifies light parameter data types. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType.kInvalid">
      <summary>
        <para>Invalid element type (default value) </para>
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      <remarks />
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      <summary>
        <para>Boolean. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType.kInteger">
      <summary>
        <para>Signed 32-bit integer. </para>
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      <remarks />
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      <summary>
        <para>IEEE single precision floating point. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType.kFloat2">
      <summary>
        <para>IEEE single precision floating point (x2) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType.kFloat3">
      <summary>
        <para>IEEE single precision floating point (x3) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.ParameterType.kFloat4">
      <summary>
        <para>IEEE single precision floating point (x4) </para>
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      <remarks />
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      <summary>
        <para>IEEE single precision floating point row-major matrix (4x4) </para>
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      <remarks />
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      <summary>
        <para>IEEE single precision floating point column-major matrix (4x4) </para>
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      <remarks />
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      <summary>
        <para>2D texture </para>
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      <summary>
        <para>Sampler. </para>
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      <remarks />
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    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.addShaderPath(System.String)">
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      <param name="paths">MStringArray</param>
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      <param name="path">String</param>
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      <param name="effectsFileName">String</param>
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      <param name="preCb">DrawCb</param>
      <param name="postCb">DrawCb</param>
      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsFileShader(System.String,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb)">
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      <param name="preCb">DrawCb</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsFileShader(System.String,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32,System.Boolean)">
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      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsFileShader(System.String,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32)">
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      <param name="effectsFileName">String</param>
      <param name="techniqueName">String</param>
      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsBufferShader(System.Byte[],System.UInt32,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb)">
      <param name="buffer">Byte[]</param>
      <param name="size">UInt32</param>
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      <param name="macros">MShaderCompileMacro</param>
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      <param name="preCb">DrawCb</param>
      <param name="postCb">DrawCb</param>
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsBufferShader(System.Byte[],System.UInt32,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32,System.Boolean,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb)">
      <param name="buffer">Byte[]</param>
      <param name="size">UInt32</param>
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      <param name="macros">MShaderCompileMacro</param>
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      <param name="preCb">DrawCb</param>
      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsBufferShader(System.Byte[],System.UInt32,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32,System.Boolean)">
      <param name="buffer">Byte[]</param>
      <param name="size">UInt32</param>
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      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsBufferShader(System.Byte[],System.UInt32,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro,System.UInt32)">
      <param name="buffer">Byte[]</param>
      <param name="size">UInt32</param>
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      <param name="macros">MShaderCompileMacro</param>
      <param name="numberOfMacros">UInt32</param>
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getEffectsBufferShader(System.Byte[],System.UInt32,System.String,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderCompileMacro)">
      <param name="buffer">Byte[]</param>
      <param name="size">UInt32</param>
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      <param name="macros">MShaderCompileMacro</param>
      <returns>Returns a MShaderInstance.</returns>
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      <param name="buffer">Byte[]</param>
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      <param name="techniqueName">String</param>
      <returns>Returns a MShaderInstance.</returns>
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      <param name="fragmentName">String</param>
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      <param name="postCb">DrawCb</param>
      <returns>Returns a MShaderInstance.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getFragmentShader(System.String,System.String,System.Boolean,Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance+DrawCb)">
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      <param name="preCb">DrawCb</param>
      <returns>Returns a MShaderInstance.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.getFragmentShader(System.String,System.String,System.Boolean)">
      <param name="fragmentName">String</param>
      <param name="structOutputName">String</param>
      <param name="decorateFragment">Boolean</param>
      <returns>Returns a MShaderInstance.</returns>
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      <param name="postCb">DrawCb</param>
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      <param name="preCb">DrawCb</param>
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      <returns>Returns a MShaderInstance.</returns>
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      <returns>Returns a String.</returns>
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      <summary>
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      <summary>
        <para>An instance of a solid color shader for 3d rendering. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dBlinnShader">
      <summary>
        <para>An instance of a Blinn shader for 3d rendering. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dDefaultMaterialShader">
      <summary>
        <para>An instance of a stock "default material" shader for 3d rendering. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dSolidTextureShader">
      <summary>
        <para>An instance of a stock solid texture shader for 3d rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dCPVShader">
      <summary>
        <para>An instance of a stock color per vertex shader for 3d rendering. </para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dShadowerShader">
      <summary>
        <para>An instance of a stock shader which can be used when rendering shadow maps. </para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.MStockShader.k3dFatPointShader">
      <summary>
        <para>An instance of a stock fat point shader for 3d rendering. </para>
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      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.acquireBlendState(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc)">
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      <param name="rasterizerStateDesc">MRasterizerStateDesc</param>
      <returns>Returns a MRasterizerState.</returns>
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      <param name="rasterizerState">MRasterizerState</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.acquireDepthStencilState(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilStateDesc)">
      <param name="desc">MDepthStencilStateDesc</param>
      <returns>Returns a MDepthStencilState.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.releaseDepthStencilState(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState)">
      <param name="state">MDepthStencilState</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.setDepthStencilState(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState)">
      <param name="depthStencilState">MDepthStencilState</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.acquireSamplerState(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc)">
      <param name="samplerStateDesc">MSamplerStateDesc</param>
      <returns>Returns a MSamplerState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.releaseSamplerState(Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState)">
      <param name="state">MSamplerState</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.setSamplerState(Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager+ShaderType,System.Int32,Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerState)">
      <param name="shader">ShaderType</param>
      <param name="samplerIndex">Int32</param>
      <param name="samplerState">MSamplerState</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.getSamplerState(Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager+ShaderType,System.Int32)">
      <param name="shader">ShaderType</param>
      <param name="samplerIndex">Int32</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.set_blendState(Autodesk.Maya.OpenMayaRender.MHWRender.MBlendState)">
      <param name="value">MBlendState</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.get_blendState()">
      <returns>Returns a MBlendState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.set_rasterizerState(Autodesk.Maya.OpenMayaRender.MHWRender.MRasterizerState)">
      <param name="value">MRasterizerState</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.get_rasterizerState()">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.set_depthStencilState(Autodesk.Maya.OpenMayaRender.MHWRender.MDepthStencilState)">
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      <returns>Returns a MDepthStencilState.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.get_maxSamplerCount()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.blendState" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.rasterizerState" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.depthStencilState" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.maxSamplerCount" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.className" />
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      <summary>
        <para>Indicates how to perform comparisons for buffers. </para>
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        <para>never True. </para>
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      <summary>
        <para>True if less. </para>
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.CompareMode.kCompareEqual">
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        <para>True if equal. </para>
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      <summary>
        <para>True if less or equal. </para>
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    <member name="F:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.CompareMode.kCompareGreater">
      <summary>
        <para>True if greater. </para>
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      <summary>
        <para>True if not equal. </para>
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      <summary>
        <para>True if greater or equal. </para>
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      <remarks />
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        <para>Always true. </para>
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    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MStateManager.ShaderType">
      <summary>
        <para>Indicates which shader the sampler applies to. </para>
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      <remarks />
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        <para>Shader type is unknown at this point. </para>
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      <remarks />
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      <summary>
        <para>The vertex shader. </para>
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      <summary>
        <para>The geometry shader. </para>
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      <remarks />
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      <summary>
        <para>The pixel or fragment shader. </para>
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      <remarks />
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      <summary>
        <para>The hull or pre-tesselation shader. </para>
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      <summary>
        <para>The domain or post-tesselation shader. </para>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MStencilOpDesc.#ctor(System.IntPtr,System.Boolean)">
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    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MStencilOpDesc.stencilFailOp" />
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.#ctor(System.IntPtr,System.Boolean)">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.#ctor(Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc)">
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      <returns>Returns a Boolean.</returns>
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      <returns>Returns a BlendOperation.</returns>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.setDefaults()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.assign(Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc)">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.className()">
      <returns>Returns a String.</returns>
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    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.blendEnable" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.sourceBlend" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.destinationBlend" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.blendOperation" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.alphaSourceBlend" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.alphaDestinationBlend" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.alphaBlendOperation" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MTargetBlendDesc.targetWriteMask" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MTexture" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTexture.#ctor(System.IntPtr,System.Boolean)">
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      <param name="cMemoryOwn">Boolean</param>
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTexture.resourceHandle()">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTexture.update(System.Byte[],System.Boolean)">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureAssignment.#ctor(System.IntPtr,System.Boolean)">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureDescription.#ctor(System.IntPtr,System.Boolean)">
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    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureDescription.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MTextureDescription.getCPtr(Autodesk.Maya.OpenMayaRender.MHWRender.MTextureDescription)">
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      <returns>Returns a UInt32.</returns>
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      <param name="value">UInt32</param>
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      <returns>Returns a UInt32.</returns>
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      <returns>Returns a MTextureType.</returns>
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      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.append(Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptor)">
      <param name="desc">MVertexBufferDescriptor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.removeAt(System.Int32)">
      <param name="index">Int32</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.clear()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.length" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MVertexBufferDescriptorList.className" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MHwTextureManager">
      <summary>
        <para>Hardware Texture management. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MHwTextureManager</ref> provides an interface for loading and using hardware textures. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.getCPtr(Autodesk.Maya.OpenMayaRender.MHwTextureManager)">
      <param name="obj">MHwTextureManager</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;,Autodesk.Maya.OpenMaya.MImageFileInfo+MImageType)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureObject">the file texture node to bind </param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
      <param name="imageType">the type of information you are expecting in the texture (e.g. color, normal, etc). If specified, this argument may be used to tune mipmap generation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureObject">the file texture node to bind </param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;,Autodesk.Maya.OpenMaya.MImageFileInfo+MImageType)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureConnection">MPlug</param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
      <param name="imageType">the type of information you are expecting in the texture (e.g. color, normal, etc). If specified, this argument may be used to tune mipmap generation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileTextureConnection">MPlug</param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.registerTextureFile(System.String,System.Int32&amp;)">
      <summary>
        <para>Register a named texture file. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns a handle to a texture entry in the texture manager. The caller is responsible for calling the associated deregisterTextureFile to avoid leaking memory.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the fileName was invalid. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileName">the texture file to register </param>
      <param name="hTexture">the output handle to a texture entry representing the given file.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.deregisterTextureFile(System.Int32)">
      <summary>
        <para>Deregisters the given handle to a texture entry in the manager. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there are no other handles to this texture entry, the texture resource will be freed.</para>
        <para>This method assumes that a context is already set. Failing to have a valid current context when invoking this method will cause a memory leak.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture handle was invalid. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="hTexture">the texture handle to release</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.textureFile(System.Int32,System.String&amp;)">
      <summary>
        <para>Return the file name associated with a given texture file handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture handle was invalid. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="hTexture">the texture handle to query </param>
      <param name="fileName">the output file name</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(System.Int32,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;,Autodesk.Maya.OpenMaya.MImageFileInfo+MImageType)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="hTexture">Int32</param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
      <param name="imageType">the type of information you are expecting in the texture (e.g. color, normal, etc). If specified, this argument may be used to tune mipmap generation.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.glBind(System.Int32,Autodesk.Maya.OpenMaya.MImageFileInfo+MHwTextureType&amp;)">
      <summary>
        <para>Bind the contents of a file texture node to the currently active OpenGL texture unit. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the texture cannot be bound, or is incompatible with the specified parameters </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="hTexture">Int32</param>
      <param name="targetType">the target type of the texture (e.g. 2D, cube map, etc). If the initial value of this argument is anything other than kHwTextureUnknown, this parameter acts as an input to specify the type you require, and the call will fail if the texture can not be bound to this type. If the initial value of this argument is kHwTextureUnknown, this parameter acts as a return value to let you know what type of texture has been bound. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHwTextureManager.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHwTextureManager.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl">
      <summary>
        <para>Render pass implementation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MPxRenderPassImpl</ref> class is an abstract base class which provides a common interface for pass implementations. Extend this class to create custom pass implementations. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.getCPtr(Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl)">
      <param name="obj">MPxRenderPassImpl</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.isCompatible(System.String)">
      <summary>
        <para>Called by Maya check whether this pass implementation is compatible with the given renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the implementation is compatible </para>
          </section>
        </para>
      </remarks>
      <param name="renderer">The renderer to test compatibility against</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.typesSupported()">
      <summary>
        <para>Called by Maya to determine which types are supported by this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A type mask representing the supported types </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.getDefaultType()">
      <summary>
        <para>Called by Maya to determine the default type for this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The default type for the pass </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a PassTypeBit.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.getNumChannels()">
      <summary>
        <para>Called by Maya to get the number of channels supported by this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of channels supported by this pass </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.frameBufferSemantic()">
      <summary>
        <para>Called by Maya to get the frame buffer semantic. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The semantic is an enum that provides a hint on the nature of the data stored in the frame buffer. This hint may affect how the renderer interpolates and filters sample values.</para>
        <para>
          <section>
            <para>The frame buffer semantic </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a PassSemantic.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.perLightPassContributionSupported()">
      <summary>
        <para>Called by Maya to determine if this pass implementation supports per-light contributions defined by pass contribution maps. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the implementation supports per-light contributions </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit">
      <summary>
        <para>Data types that implementation may support. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt8">
      <summary>
        <para>Unsigned 8-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt16">
      <summary>
        <para>Unsigned 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt32">
      <summary>
        <para>Unsigned 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt64">
      <summary>
        <para>Unsigned 64-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt8">
      <summary>
        <para>Signed 8-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt16">
      <summary>
        <para>Signed 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt32">
      <summary>
        <para>Signed 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt64">
      <summary>
        <para>Signed 64-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat16">
      <summary>
        <para>half precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat32">
      <summary>
        <para>single precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat64">
      <summary>
        <para>double precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kBit">
      <summary>
        <para>single bit </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kOther">
      <summary>
        <para>undefined type </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic">
      <summary>
        <para>Description of the nature of the data stored in the frame buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kInvalidSemantic">
      <summary>
        <para>Invalid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kColorSemantic">
      <summary>
        <para>RGB, RGBA, alpha, luminance, etc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kVectorSemantic">
      <summary>
        <para>General vector data (e.g. motion vectors, surface displacements) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kDirectionVectorSemantic">
      <summary>
        <para>Vectors that represent a direction (e.g. surface normals, light directions) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kDepthSemantic">
      <summary>
        <para>Depth or range data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kLabelSemantic">
      <summary>
        <para>Labels, such as material tags or object tags. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kMaskSemantic">
      <summary>
        <para>Pixel mask (e.g. a stencil buffer) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kOtherSemantic">
      <summary>
        <para>Undefined, unknown or custom semantic. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit">
      <summary>
        <para>Data types that implementation may support. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt8">
      <summary>
        <para>Unsigned 8-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt16">
      <summary>
        <para>Unsigned 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt32">
      <summary>
        <para>Unsigned 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kUInt64">
      <summary>
        <para>Unsigned 64-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt8">
      <summary>
        <para>Signed 8-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt16">
      <summary>
        <para>Signed 16-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt32">
      <summary>
        <para>Signed 32-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kInt64">
      <summary>
        <para>Signed 64-bit integer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat16">
      <summary>
        <para>half precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat32">
      <summary>
        <para>single precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kFloat64">
      <summary>
        <para>double precision floating point </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kBit">
      <summary>
        <para>single bit </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassTypeBit.kOther">
      <summary>
        <para>undefined type </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic">
      <summary>
        <para>Description of the nature of the data stored in the frame buffer. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kInvalidSemantic">
      <summary>
        <para>Invalid. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kColorSemantic">
      <summary>
        <para>RGB, RGBA, alpha, luminance, etc. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kVectorSemantic">
      <summary>
        <para>General vector data (e.g. motion vectors, surface displacements) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kDirectionVectorSemantic">
      <summary>
        <para>Vectors that represent a direction (e.g. surface normals, light directions) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kDepthSemantic">
      <summary>
        <para>Depth or range data. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kLabelSemantic">
      <summary>
        <para>Labels, such as material tags or object tags. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kMaskSemantic">
      <summary>
        <para>Pixel mask (e.g. a stencil buffer) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl.PassSemantic.kOtherSemantic">
      <summary>
        <para>Undefined, unknown or custom semantic. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderCallback">
      <summary>
        <para>Rendering Callbacks. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks to gain access to Maya's rendering information during software rendering. You can modify Maya's shadow maps, RGB pixmap, and depth map to composite your own rendering effects into Maya's rendering.</para>
        <para>To register callbacks, inherit from this class and override <ref>renderCallback()</ref>, <ref>shadowCastCallback()</ref>, or <ref>postProcessCallback()</ref>. Any number of these methods can be overridden by the callback. Then register the callbacks by calling the <ref>addCallback()</ref> method.</para>
        <para>Each of the callback method gets passed a <ref>MRenderData</ref> which contains the information. <ref>MRenderData</ref> also provides utility methods for converting between world space and screen space. In the case of shadowCastCallback, <ref>MRenderShadowData</ref> is provided and it also has utility methods for converting between world space and shadow map space.</para>
        <para>If there are callbacks registered, prior to shadow maps being written out, <ref>shadowCastCallback()</ref> will be invoked with light information and a pointer to the shadow map passed in. Then immediately after software rendering completes, <ref>renderCallback()</ref> will be invoked with the rendering's dimension info and image passed in. Lastly, during post-processing, <ref>postProcessCallback()</ref> will be invoked with the rendering's dimension and pointers to the rgb pixmap and depthmap passed in.</para>
        <para>If multiple callbacks need to be registered, the order of invocation can be set by adding each callback with a priority number, 0 being the highest priority. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderCallback)">
      <param name="obj">MRenderCallback</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.shadowCastCallback(Autodesk.Maya.OpenMayaRender.MRenderShadowData)">
      <summary>
        <para>Method to override for plugging into shadow map creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The argument provides information about the light and shadow map currently being processed. If false is returned, the renderer will abort and no image will be generated.</para>
        <para>
          <section>
            <para>True if the operation was successful and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="data">data and functions related to the current shadow map</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.renderCallback(Autodesk.Maya.OpenMayaRender.MRenderData)">
      <summary>
        <para>Method to override for plugging into image rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will be invoked following the software render (but before the post process) of each frame. The data argument provides information about the image and camera projection; these are useful in transforming to and from world and image space. If false is returned, the renderer will abort and no image will be generated.</para>
        <para>
          <section>
            <para>True if the operation was successful and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="data">data and functions related to the current frame</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.postProcessCallback(Autodesk.Maya.OpenMayaRender.MRenderData)">
      <summary>
        <para>Method to override for plugging into the post-process. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will be invoked following the post process rendering (shader glow, optical effects, 2D motion blur). The data argument provides information about the image and camera projection; these are useful in transforming to and from world and image space. If false is returned, the renderer will abort and no image will be generated.</para>
        <para>
          <section>
            <para>True if the operation was successful and false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="data">data and functions related to the current frame</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.addCallback(Autodesk.Maya.OpenMayaRender.MRenderCallback,System.Int32)">
      <summary>
        <para>Static procedure to add a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callbacks are stored internally in a sorted list and are invoked following the shadow map generation, software render, or post process depending on which methods are overridden. Adding the same callback more than once will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MRenderCallback</param>
      <param name="priority">priority for this callback, lower priorities are invoked first </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.addCallback(Autodesk.Maya.OpenMayaRender.MRenderCallback)">
      <summary>
        <para>Static procedure to add a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callbacks are stored internally in a sorted list and are invoked following the shadow map generation, software render, or post process depending on which methods are overridden. Adding the same callback more than once will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MRenderCallback</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderCallback.removeCallback(Autodesk.Maya.OpenMayaRender.MRenderCallback)">
      <summary>
        <para>Static procedure to remove a rendering callback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The callback will be removed from the list of callbacks, but its up to the client to actually delete the object. Unstability may result if a callback is deleted and not removed from the callback list.Removing an un-installed callback will have no effect.</para>
        <para />
      </remarks>
      <param name="arg0">MRenderCallback</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderData">
      <summary>
        <para>Access Rendering Data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The rendered image and depth map can be changed following the software render by instanciating a <ref>MRenderCallback</ref> and overriding renderCallback() or postProcessCallback(). When these methods are invoked, a <ref>MRenderData</ref> is passed as an argument; the rgbaArr and depthArr can then be changed by this API. Methods and data are provided to assist in transforming back and forth from world space to image space. Paint Effects and Fur are two examples which use this mechanism to change the rendered image. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.#ctor()">
      <summary>
        <para>Default class Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderData)">
      <param name="obj">MRenderData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.worldToScreen(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Converts world space point to screen space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Screen depth is stored in outPoint.z.</para>
        <para />
      </remarks>
      <param name="worldPoint">MFloatPoint</param>
      <param name="screenPoint">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.screenToWorld(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Converts screen space point to world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Screen depth is stored in inPoint.z.</para>
        <para />
      </remarks>
      <param name="screenPoint">MFloatPoint</param>
      <param name="worldPoint">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_perspective(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_perspective()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_resX(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_resX()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_resY(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_resY()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_left(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_left()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_bottom(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_bottom()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_right(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_right()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_top(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_top()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_bytesPerChannel(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_bytesPerChannel()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_xsize(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_xsize()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_ysize(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_ysize()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_fieldOfView(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_fieldOfView()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_aspectRatio(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_aspectRatio()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_viewDirection(Autodesk.Maya.OpenMaya.MFloatVector)">
      <param name="value">MFloatVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_viewDirection()">
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_eyePoint(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="value">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_eyePoint()">
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.set_worldToEyeMatrix(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="value">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_worldToEyeMatrix()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_rgbaArr()">
      <returns>Returns a Byte*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderData.get_depthArr()">
      <returns>Returns a Single*.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.perspective">
      <summary>
        <para>set if the camera has a perspective projection </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.resX">
      <summary>
        <para>the x resolution of the rendered image </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.resY">
      <summary>
        <para>the y resolution of the rendered image </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.left">
      <summary>
        <para>the left (low) render region dimension </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.bottom">
      <summary>
        <para>the bottom (low) render region dimension </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.right">
      <summary>
        <para>the right (high) render region dimension </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.top">
      <summary>
        <para>the top (high) render region dimension </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.bytesPerChannel">
      <summary>
        <para>number of bytes per channel of the rgbaArr </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.xsize">
      <summary>
        <para>the actual x resolution of rgbaArr and depthArr </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.ysize">
      <summary>
        <para>the actual y resolution of rgbaArr and depthArr </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.fieldOfView">
      <summary>
        <para>camera horizontal field of view in radians </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.aspectRatio">
      <summary>
        <para>camera pixel aspect ratio </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.viewDirection">
      <summary>
        <para>view direction of the camera (object space) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.eyePoint">
      <summary>
        <para>position of the camera (object space) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.worldToEyeMatrix">
      <summary>
        <para>camera matrix to transform to eye space </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.rgbaArr">
      <summary>
        <para>this is a 1d array representing the output image buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is of size: resX * resY * 4 * bytesPerChannel. The array is indexed as [(resX * x + y) * 4 * bytesPerChannel], where (x,y) is the current pixel coordinates. The "4" multiplier is used for storing RGBA information, in the order of a,b,g,r (on OSX) or b,g,r,a (on Windows and Linux). </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderData.depthArr">
      <summary>
        <para>this is a 1d array representing the output depth buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is of size: resX * resY, where each depth value is a single precision floating point vlue. It is indexed as [resX * x + y], where (x,y) is the current pixel coordinates. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderingInfo">
      <summary>
        <para>Information to perform rendering into a hardware render target. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MRenderingInfo</ref> is a class which holds information about rendering into hardware render targets. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderingInfo)">
      <param name="obj">MRenderingInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.renderingAPI()">
      <summary>
        <para>Native target rendering API. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the native rendering API used for a render target.</para>
        <para>See MViewportRender::RenderingAPI for a list of possible api values that can be returned.</para>
        <para>
          <section>
            <para>Rendering API. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a RenderingAPI.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_originX()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_originY()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_width()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_height()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_renderingVersion()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_cameraPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_renderTarget()">
      <returns>Returns a MRenderTarget.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_viewMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderingInfo.get_projectionMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.originX">
      <summary>
        <para>Origin (x) of region to render to in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the x coordinate in pixels of the origin of the region to render.</para>
        <para>
          <section>
            <para>X value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.originY">
      <summary>
        <para>Origin (y) of region to render to in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the y coordinate in pixels of the origin of the region to render.</para>
        <para>
          <section>
            <para>Y value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.width">
      <summary>
        <para>Width of region to render in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the width in pixels of the region to render.</para>
        <para>
          <section>
            <para>Width value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.height">
      <summary>
        <para>Height of region to render in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the width in pixels of the region to render.</para>
        <para>
          <section>
            <para>Height value. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.renderingVersion">
      <summary>
        <para>Native target rendering version. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the native rendering API version used for a render target.</para>
        <para>
          <section>
            <para>Rendering version. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.cameraPath">
      <summary>
        <para>Current camera being used to render with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the dag path of the current camera being used for rendering.</para>
        <para>Information about the camera itself can be extracted via <ref>MFnCamera</ref>.</para>
        <para>
          <section>
            <para>Dag path to camera. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.renderTarget">
      <summary>
        <para>Current render target. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current render target being used for rendering.</para>
        <para>
          <section>
            <para>Reference to render target. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.viewMatrix">
      <summary>
        <para>Current view matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current view matrix being used for rendering.</para>
        <para>
          <section>
            <para>View matrix. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderingInfo.projectionMatrix">
      <summary>
        <para>Current projection matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the current projection matrix being used for rendering.</para>
        <para>The projection matrix will be appropriate regardless of whether the caller is rendering into a OpenGL or a DirectX context, as each drawing API interprets projection matrices differently.</para>
        <para>
          <section>
            <para>Projection matrix. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderPassDef">
      <summary>
        <para>Render pass information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides a means to access information about a specific render pass. Initialize by passing to <ref>MRenderPassRegistry::getRenderPassDefinition()</ref>, or by calling create() to generate and register a new pass. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Does not initialize data. Call create() to generate a new pass definition or pass this object to a method expecting an <ref>MRenderPassDef</ref> to query a definition. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderPassDef)">
      <param name="obj">MRenderPassDef</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getImplementation(System.String,Autodesk.Maya.OpenMayaRender.MPxRenderPassImpl+PassTypeBit,System.UInt32)">
      <summary>
        <para>Retrieve an implementation of this render pass for the given renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That supports the specified data type and the specified number of channels.</para>
        <para>
          <section>
            <para>A pointer to the pass implementation or null if no definition exists</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The implementation was retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderer">The renderer </param>
      <param name="fbType">The base data type of the frame buffer </param>
      <param name="numChannels">The number of components per pixel in the frame buffer </param>
      <returns>Returns a MPxRenderPassImpl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getImplementation(System.String)">
      <summary>
        <para>Retrieve an implementation of this render pass for the given renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That supports the specified data type and the specified number of channels.</para>
        <para>
          <section>
            <para>A pointer to the pass implementation or null if no definition exists</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The implementation was retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="renderer">The renderer </param>
      <returns>Returns a MPxRenderPassImpl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getID()">
      <summary>
        <para>Retrieve the pass ID for this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The pass ID</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getName()">
      <summary>
        <para>Retrieve the pass name for this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The pass name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getGroup()">
      <summary>
        <para>Retrieve the pass group for this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The pass group</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getDescription()">
      <summary>
        <para>Retrieve the description for this pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The description</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.getAttributeType(System.String)">
      <summary>
        <para>Retrieve the type of a given render pass attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of the given attribute.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="attributeName">The name of the render pass attribute to query. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.addFloatParameter(System.String,System.String,System.String,System.Single,System.Single,System.Single)">
      <summary>
        <para>Define a single-precision floating-point parameter for the pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="longName">The full name of the parameter </param>
      <param name="shortName">The short name of the parameter </param>
      <param name="UIName">Name to display in UI for the parameter </param>
      <param name="minValue">The minimum value of the parameter </param>
      <param name="maxValue">The maximum value of the parameter </param>
      <param name="defaultValue">The default value of the parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.addDoubleParameter(System.String,System.String,System.String,System.Double,System.Double,System.Double)">
      <summary>
        <para>Define a double-precision floating-point parameter for the pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="longName">The full name of the parameter </param>
      <param name="shortName">The short name of the parameter </param>
      <param name="UIName">Name to display in UI for the parameter </param>
      <param name="minValue">The minimum value of the parameter </param>
      <param name="maxValue">The maximum value of the parameter </param>
      <param name="defaultValue">The default value of the parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.addIntParameter(System.String,System.String,System.String,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Define an integer parameter for the pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="longName">The full name of the parameter </param>
      <param name="shortName">The short name of the parameter </param>
      <param name="UIName">Name to display in UI for the parameter </param>
      <param name="minValue">The minimum value of the parameter </param>
      <param name="maxValue">The maximum value of the parameter </param>
      <param name="defaultValue">The default value of the parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassDef.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry">
      <summary>
        <para>Access the render pass registry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides a means to register custom render pass definitions with Maya's internal render pass registry. It can also be used to query pass definitions. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderPassRegistry)">
      <param name="obj">MRenderPassRegistry</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.getRenderPassDefinition(System.String)">
      <summary>
        <para>Retrieve the definition of the specified render pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The render pass definition if successful</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The pass definition was successfully retrieved </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The internal registry could not be accessed </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kNotFound</ref>
                    </b> The passID does not exist </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="passID">The ID of the pass </param>
      <returns>Returns a MRenderPassDef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.registerRenderPassDefinition(System.String,System.String,System.String,System.String,System.Boolean)">
      <summary>
        <para>Creates a new render pass definition and registers it with the internal render pass registry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the definition.</para>
        <para>
          <section>
            <para>The render pass definition if successful</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The pass was created and registered </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="passID">The ID of the pass </param>
      <param name="passName">The name of the new pass </param>
      <param name="passGroup">The classification of the new pass </param>
      <param name="description">A description of the new pass </param>
      <param name="overload">If true, override any existing pass with the same passID with this pass definiton </param>
      <returns>Returns a MRenderPassDef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.registerRenderPassDefinition(System.String,System.String,System.String,System.String)">
      <summary>
        <para>Creates a new render pass definition and registers it with the internal render pass registry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Returns the definition.</para>
        <para>
          <section>
            <para>The render pass definition if successful</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The pass was created and registered </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> An object error has occured </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="passID">The ID of the pass </param>
      <param name="passName">The name of the new pass </param>
      <param name="passGroup">The classification of the new pass </param>
      <param name="description">A description of the new pass </param>
      <returns>Returns a MRenderPassDef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderPassRegistry.className()">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderProfile">
      <summary>
        <para>Render profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MRenderProfile</ref> class describes the rendering APIs and algorithms supported by a given rendering entity (e.g. a shading node, a renderer). A single profile can contain multiple entries allowing, for example, a shading node to specify that it supports both OpenGL and Direct3D rendering. The profile entries refer to renderers rather than rendering APIs as the rendering elements may depend on specific services, information or algorithms implemented by the renderer (e.g. a global light table, or render state cache). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create a new empty render profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.#ctor()">
      <summary>
        <para>Create a new empty render profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderProfile)">
      <param name="obj">MRenderProfile</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.addRenderer(Autodesk.Maya.OpenMayaRender.MRenderProfile+MStandardRenderer)">
      <summary>
        <para>Add one of Maya's internal renderers to this render profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="renderer">The internal Maya renderer to add to this profile. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.addRenderer(System.String,System.Single)">
      <summary>
        <para>Add one of Maya's internal renderers to this render profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="name">String</param>
      <param name="version">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.hasRenderer(Autodesk.Maya.OpenMayaRender.MRenderProfile+MStandardRenderer)">
      <summary>
        <para>See if a Maya renderer is listed in this profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="renderer">The internal Maya renderer to search for </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.hasRenderer(System.String,System.Single)">
      <summary>
        <para>See if a Maya renderer is listed in this profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="name">String</param>
      <param name="version">Single</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderProfile.get_numberOfRenderers()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderProfile.numberOfRenderers">
      <summary>
        <para>Find the number of renderers in this profile. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of renderers. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer">
      <summary>
        <para>Maya's internal renderers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaSoftware">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaOpenGL">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaD3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer">
      <summary>
        <para>Maya's internal renderers. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaSoftware">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaOpenGL">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderProfile.MStandardRenderer.kMayaD3D">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderShadowData">
      <summary>
        <para>Access Rendering Shadow Map Data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shadow map can be changed by instanciating a <ref>MRenderCallback</ref> and overriding shadowCastCallback(). When this is invoked, a <ref>MRenderShadowData</ref> is passed as an argument; the depthMaps and midDistMaps members can then be changed by this API. Methods and data are provided to assist in transforming back and forth from world space to z buffer space. Paint Effects and Fur are two examples which use this mechanism to change the shadow map.</para>
        <para>To prevent self shadowing, Maya uses a mid distance map to resolve the ambiguity. Details of this technique can be obtained from Graphics Gems III, "The Shadow Depth Map Revisited". </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.#ctor()">
      <summary>
        <para>Default Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderShadowData)">
      <param name="obj">MRenderShadowData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.worldToZbuffer(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Converts world space point to shadow map. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Shadow depth is stored in inPoint.z</para>
        <para />
      </remarks>
      <param name="worldPoint">MFloatPoint</param>
      <param name="screenPoint">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.zbufferToWorld(Autodesk.Maya.OpenMaya.MFloatPoint,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <summary>
        <para>Converts shadow map point to world space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Shadow depth is stored in inPoint.z.</para>
        <para />
      </remarks>
      <param name="screenPoint">MFloatPoint</param>
      <param name="worldPoint">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_perspective(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_perspective()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_useMidDistMap(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_useMidDistMap()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_lightType(Autodesk.Maya.OpenMayaRender.MRenderShadowData+LightType)">
      <param name="value">LightType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_lightType()">
      <returns>Returns a LightType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_shadowResX(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_shadowResX()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_shadowResY(System.UInt16)">
      <param name="value">UInt16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_shadowResY()">
      <returns>Returns a UInt16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_lightPosition(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <param name="value">MFloatPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_lightPosition()">
      <returns>Returns a MFloatPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_projectionMatrix(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="value">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_projectionMatrix()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.set_perspectiveMatrix(Autodesk.Maya.OpenMaya.MFloatMatrix)">
      <param name="value">MFloatMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_perspectiveMatrix()">
      <returns>Returns a MFloatMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_depthMaps()">
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderShadowData.get_midDistMaps()">
      <returns>Returns a Single*.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.perspective">
      <summary>
        <para>set if the light has a perspective projection </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.useMidDistMap">
      <summary>
        <para>set if the light generates a depth and midDist map </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.lightType">
      <summary>
        <para>the type of light the shadow map is generated for </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.shadowResX">
      <summary>
        <para>the x resolution of shadow map </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.shadowResY">
      <summary>
        <para>the y resolution of the shadow map </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.lightPosition">
      <summary>
        <para>position of the light in world space </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.projectionMatrix">
      <summary>
        <para>projection matrix for the light </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.perspectiveMatrix">
      <summary>
        <para>perspective matrix for the light </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.depthMaps">
      <summary>
        <para>the output depth map </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderShadowData.midDistMaps">
      <summary>
        <para>the output mid distance map </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType">
      <summary>
        <para>Light Types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kPoint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kDirectional">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kSpot">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType">
      <summary>
        <para>Light Types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kInvalid">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kPoint">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kDirectional">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderShadowData.LightType.kSpot">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderTarget">
      <summary>
        <para>Information to perform rendering into a hardware render target. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MRenderTarget</ref> is a class contains information about a given hardware render target. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderTarget)">
      <param name="obj">MRenderTarget</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.makeTargetCurrent()">
      <summary>
        <para>Make the render target current for rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Int16,System.Int16,System.Boolean)">
      <summary>
        <para>Write a 2d image directly to the color buffer, without any transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Method will make the context current if it is not already.</para>
        <para>If a depth component in the image also exists, then depth values can also be written to.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successful. </para>
          </section>
        </para>
      </remarks>
      <param name="image">an MImage 2d image </param>
      <param name="x">lower left corner x position in the target to place the image. Default value is 0. </param>
      <param name="y">lower left corner y position in the target to place the image Default value is 0. </param>
      <param name="writeDepth">write the depth component of the incoming image to the depth component of the render target. If image does not contain any depth component then nothing will be written. Default value is false.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Int16,System.Int16)">
      <summary>
        <para>Write a 2d image directly to the color buffer, without any transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Method will make the context current if it is not already.</para>
        <para>If a depth component in the image also exists, then depth values can also be written to.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successful. </para>
          </section>
        </para>
      </remarks>
      <param name="image">an MImage 2d image </param>
      <param name="x">lower left corner x position in the target to place the image. Default value is 0. </param>
      <param name="y">lower left corner y position in the target to place the image Default value is 0. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage,System.Int16)">
      <summary>
        <para>Write a 2d image directly to the color buffer, without any transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Method will make the context current if it is not already.</para>
        <para>If a depth component in the image also exists, then depth values can also be written to.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successful. </para>
          </section>
        </para>
      </remarks>
      <param name="image">an MImage 2d image </param>
      <param name="x">lower left corner x position in the target to place the image. Default value is 0. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.writeColorBuffer(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>Write a 2d image directly to the color buffer, without any transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Method will make the context current if it is not already.</para>
        <para>If a depth component in the image also exists, then depth values can also be written to.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successful. </para>
          </section>
        </para>
      </remarks>
      <param name="image">an MImage 2d image </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.get_width()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderTarget.get_height()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderTarget.width">
      <summary>
        <para>Width of render target in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the width in pixels of the render target.</para>
        <para>
          <section>
            <para>Width value. </para>
          </section>
        </para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderTarget.height">
      <summary>
        <para>Height of render target in pixels. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the height in pixels of the render target.</para>
        <para>
          <section>
            <para>Height value. </para>
          </section>
        </para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderUtil">
      <summary>
        <para>Common API rendering functions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MRenderUtil</ref> is a class which provides static API methods to access Maya's rendering functionalities. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderUtil)">
      <param name="obj">MRenderUtil</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.raytrace(Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Byte*,System.Byte*,System.Int16,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This utility method provides functionality to raytrace from within a shader plug-in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.</para>
        <para>In order for a shader plug-in to raytrace, the following steps are necessary:</para>
        <para>raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).</para>
        <para>rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).</para>
        <para>The "Enable Raytracing" flag needs to be turned on in renderGlobal-&gt; renderQuality-&gt;raytracing.</para>
        <para>isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal-&gt;renderQuality for terminating the rays.</para>
        <para>All objects to be seen by the raytracer need to have their "Visible
In Reflections" or "Visible In Refraction" flags turned on.</para>
        <para>This method only works in the software renderer.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="rayOrigin">Origin of the ray to shoot from in camera space </param>
      <param name="rayDirection">Direction of the ray to shoot at in camera space </param>
      <param name="objectId">Byte*</param>
      <param name="raySampler">Pointer to the raytracer from the renderer </param>
      <param name="rayDepth">Current ray depth from the renderer </param>
      <param name="resultColor">Storage for the result color </param>
      <param name="resultTransparency">Storage for the result transparency </param>
      <param name="isReflectedRays">true for reflected rays (default), false for refracted rays</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.raytrace(Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Byte*,System.Byte*,System.Int16,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>This utility method provides functionality to raytrace from within a shader plug-in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.</para>
        <para>In order for a shader plug-in to raytrace, the following steps are necessary:</para>
        <para>raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).</para>
        <para>rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).</para>
        <para>The "Enable Raytracing" flag needs to be turned on in renderGlobal-&gt; renderQuality-&gt;raytracing.</para>
        <para>isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal-&gt;renderQuality for terminating the rays.</para>
        <para>All objects to be seen by the raytracer need to have their "Visible
In Reflections" or "Visible In Refraction" flags turned on.</para>
        <para>This method only works in the software renderer.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="rayOrigin">Origin of the ray to shoot from in camera space </param>
      <param name="rayDirection">Direction of the ray to shoot at in camera space </param>
      <param name="objectId">Byte*</param>
      <param name="raySampler">Pointer to the raytracer from the renderer </param>
      <param name="rayDepth">Current ray depth from the renderer </param>
      <param name="resultColor">Storage for the result color </param>
      <param name="resultTransparency">Storage for the result transparency </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.raytrace(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,System.Byte*,System.Byte*,System.Int16,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,System.Boolean)">
      <summary>
        <para>This utility method provides functionality to raytrace from within a shader plug-in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.</para>
        <para>In order for a shader plug-in to raytrace, the following steps are necessary:</para>
        <para>raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).</para>
        <para>rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).</para>
        <para>The "Enable Raytracing" flag needs to be turned on in renderGlobal-&gt; renderQuality-&gt;raytracing.</para>
        <para>isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal-&gt;renderQuality for terminating the rays.</para>
        <para>All objects to be seen by the raytracer need to have their "Visible
In Reflections" or "Visible In Refraction" flags turned on.</para>
        <para>This method only works in the software renderer.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="rayOrigins">MFloatVectorArray</param>
      <param name="rayDirections">MFloatVectorArray</param>
      <param name="objectId">Byte*</param>
      <param name="raySampler">Pointer to the raytracer from the renderer </param>
      <param name="rayDepth">Current ray depth from the renderer </param>
      <param name="resultColors">MFloatVectorArray</param>
      <param name="resultTransparencies">MFloatVectorArray</param>
      <param name="isReflectedRays">true for reflected rays (default), false for refracted rays</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.raytrace(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,System.Byte*,System.Byte*,System.Int16,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>This utility method provides functionality to raytrace from within a shader plug-in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.</para>
        <para>In order for a shader plug-in to raytrace, the following steps are necessary:</para>
        <para>raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).</para>
        <para>rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).</para>
        <para>The "Enable Raytracing" flag needs to be turned on in renderGlobal-&gt; renderQuality-&gt;raytracing.</para>
        <para>isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal-&gt;renderQuality for terminating the rays.</para>
        <para>All objects to be seen by the raytracer need to have their "Visible
In Reflections" or "Visible In Refraction" flags turned on.</para>
        <para>This method only works in the software renderer.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="rayOrigins">MFloatVectorArray</param>
      <param name="rayDirections">MFloatVectorArray</param>
      <param name="objectId">Byte*</param>
      <param name="raySampler">Pointer to the raytracer from the renderer </param>
      <param name="rayDepth">Current ray depth from the renderer </param>
      <param name="resultColors">MFloatVectorArray</param>
      <param name="resultTransparencies">MFloatVectorArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.raytraceFirstGeometryIntersections(Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,System.Byte*,System.Byte*,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This utility method provides functionality to find the location of the first geometry intersected by a ray from within a shader plug-in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method shoots a number of rays given ray origins and ray directions, and returns whether the rays intersected anything, and if so, the locations of the first geometry intersected in camera space. The plug-in should check the resultIntersected values to see if a ray has intersected any geometry (0 = no geometry intersected, 1 = geometry intersected).</para>
        <para>The size of rayOrigins, rayDirections, resultIntersections, and resultIntersected arrays must be the same.</para>
        <para>In order for a shader plug-in to raytrace, the following steps are necessary:</para>
        <para>raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).</para>
        <para>The "Enable Raytracing" flag needs to be turned on in renderGlobal-&gt; renderQuality-&gt;raytracing.</para>
        <para>All objects to be seen by the raytracer need to have their "Visible
In Reflections" flags turned on.</para>
        <para>This method only works in the software renderer.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="rayOrigins">Origins of the ray to shoot from in camera space </param>
      <param name="rayDirections">Directions of the ray to shoot at in camera space </param>
      <param name="objectId">Byte*</param>
      <param name="raySampler">Pointer to the raytracer from the renderer </param>
      <param name="resultIntersections">Storage for the result intersection locations in camera space </param>
      <param name="resultIntersected">Storage for the result intersected flags (0 = no geometry intersected, 1 = geometry intersected)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.sampleShadingNetwork(System.String,System.Int32,System.Boolean,System.Boolean,Autodesk.Maya.OpenMaya.MFloatMatrix,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatPointArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatArray,Autodesk.Maya.OpenMaya.MFloatVectorArray,Autodesk.Maya.OpenMaya.MFloatVectorArray)">
      <summary>
        <para>This utility method allows you to sample a shading node/shading engine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You can specify the location and property of the sample point, and the method will return the result color and transparency. If you are sampling a shading engine, and there are lights in the scene, you can optionally request shadows to be computed as well.</para>
        <para>If you specify a shading node to be evaluated, you'll need to provide the attribute to be evaluated. For example, valid shading nodes are checker1.outAlpha, file1.outColor, etc.</para>
        <para>If you specify a shading engine to be evaluated, only the name will be needed. For example, valid shading engines are initialShadingGroup, phong1SG, etc.</para>
        <para>Since setting up sampling is an expensive operation, try to pass in as many sample points at one time as possible and let the sampler process them in batch. Try to avoid calling the sampler with just one sample.</para>
        <para>For extremely complicated shading networks, it is possible that passing in too many samples in one batch will cause a stack overflow. If this condition occurs, simply reduce the number of samples per batch.</para>
        <para>Certain type of shading network requires certain type of input, and not all inputs are needed. For example, a 2D texture such as file or checker does not need point/normal/tangent information. Pass in NULL for parameters which are not needed.</para>
        <para>In general, 2D textures require UV coordinates, 3D textures require points and refPoints, lighting calculations require points and normals.</para>
        <para>To calculate camera space related shaders, such as hilights in a phong shader, an eye to world matrix needs to be supplied. This matrix is used to convert supplied world coordinates into camera coordinate. The matrix can be obtained by getting the inclusive matrix of the camera's DAG node.</para>
        <para>This method can be used in both interactive and batch.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="shadingNodeName">Name of the shading node/shading engine </param>
      <param name="numSamples">Number of samples to be calculated </param>
      <param name="useShadowMaps">Whether to calculate shadows </param>
      <param name="reuseMaps">If calculating shadows, whether to reuse shadowmaps </param>
      <param name="cameraMatrix">The eyeToWorld matrix to be used for conversion </param>
      <param name="points">Locations to be sampled in world space </param>
      <param name="uCoords">U coordinates of the samples </param>
      <param name="vCoords">V coordinates of the samples </param>
      <param name="normals">Normals at the sample points in world space </param>
      <param name="refPoints">RefPoints to be used for 3D texture in world space </param>
      <param name="tangentUs">U tangents at the sample points in world space </param>
      <param name="tangentVs">V tangents at the sample points in world space </param>
      <param name="filterSizes">Filter sizes to be used for 2D/3D textures </param>
      <param name="resultColors">Storage for result colors </param>
      <param name="resultTransparencies">storage for result transparencies</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.relativeFileName(System.String)">
      <summary>
        <para>Extract relative file name from the given (absolute) file name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the given file name does not begin with a project root, return value is same as the input file name.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>file name without the project path</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> absFileName is empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="absFileName">input file name </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactFileTextureName(Autodesk.Maya.OpenMaya.MObject,System.String&amp;)">
      <summary>
        <para>Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>true if the image file pathname was successfully resolved, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode pointer is not a valid file texture node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <param name="texturePath">returns an absolute pathname to the texture file referenced by the node. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactFileTextureName(System.String,System.Boolean,System.String,System.String&amp;)">
      <summary>
        <para>Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>true if the image file pathname was successfully resolved, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode pointer is not a valid file texture node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseName">String</param>
      <param name="useFrameExt">Boolean</param>
      <param name="currentFrameExt">String</param>
      <param name="exactName">output String&amp;</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.convertPsdFile(Autodesk.Maya.OpenMaya.MObject,System.String&amp;,System.Boolean)">
      <summary>
        <para>Internal use only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method converts a Psd file texture to an IFF file that can be used by Maya.</para>
        <para>It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved and exporting psd file is succeeded. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved or exporting psd file fails.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> fileNode pointer is not a valid file texture node. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode has empty file name string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <param name="texturePath">returns an absolute pathname to the texture file referenced by the node. </param>
      <param name="forExport">if true the resulting IFF file will be stored in the project directory tree, otherwise it will be stored in a temporary file which will be deleted when Maya exits. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.convertPsdFile(Autodesk.Maya.OpenMaya.MObject,System.String&amp;)">
      <summary>
        <para>Internal use only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method converts a Psd file texture to an IFF file that can be used by Maya.</para>
        <para>It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved and exporting psd file is succeeded. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved or exporting psd file fails.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> fileNode pointer is not a valid file texture node. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode has empty file name string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <param name="texturePath">returns an absolute pathname to the texture file referenced by the node. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactImagePlaneFileName(Autodesk.Maya.OpenMaya.MObject,System.String&amp;)">
      <summary>
        <para>Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> imagePlaneNode pointer is not a valid image plane node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="imagePlaneNode">an image plane node </param>
      <param name="texturePath">returns an absolute pathname to the texture file referenced by the node. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactFileTextureName(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>true if the image file pathname was successfully resolved, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode pointer is not a valid file texture node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactFileTextureName(System.String,System.Boolean,System.String)">
      <summary>
        <para>Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>true if the image file pathname was successfully resolved, false otherwise.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode pointer is not a valid file texture node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="baseName">String</param>
      <param name="useFrameExt">Boolean</param>
      <param name="currentFrameExt">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.convertPsdFile(Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>Internal use only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method converts a Psd file texture to an IFF file that can be used by Maya.</para>
        <para>It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved and exporting psd file is succeeded. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved or exporting psd file fails.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> fileNode pointer is not a valid file texture node. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode has empty file name string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <param name="forExport">if true the resulting IFF file will be stored in the project directory tree, otherwise it will be stored in a temporary file which will be deleted when Maya exits. </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.convertPsdFile(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Internal use only. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method converts a Psd file texture to an IFF file that can be used by Maya.</para>
        <para>It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved and exporting psd file is succeeded. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved or exporting psd file fails.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>MS::kInvalidObjectType</b> fileNode pointer is not a valid file texture node. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> fileNode has empty file name string </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="fileNode">a file texture node </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.exactImagePlaneFileName(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.</para>
        <para>
          <section>
            <para />
          </section>
This method is not supported in Python. See the version which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>true if the image file pathname was successfully resolved. </para>
                </item>
                <item>
                  <para>false if the pathname could not be resolved.</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Return is valid </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> imagePlaneNode pointer is not a valid image plane node. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="imagePlaneNode">an image plane node </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.inCurrentRenderLayer(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Returns true if the specified path is in the current render layer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the object at the end of the DAG path has not been assigned to any layer, then each node in hierarchy from bottom up will be tested whether its contained in the current render layer.</para>
        <para>
          <section>
            <para>true if the object is in the current render layer.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Success </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="objectPath">Path of object to test </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.diffuseReflectance(System.Byte*,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This utility function computes and returns the diffuse or lambertian reflectance for a given light source and surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="lightBlindData">The reference to the aLightBlindData attribute of the current light being evaluated </param>
      <param name="lightDirection">The direction of the light being evaluated </param>
      <param name="pointCamera">The position of the camera </param>
      <param name="normal">The surface normal </param>
      <param name="lightBackFace">Is the back face being lit, true or false. </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.maximumSpecularReflection(System.Byte*,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector)">
      <summary>
        <para>This utility function computes and returns the vector corresponding to the point on the light source that provides the maximum specular reflection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="lightBlindData">The reference to the aLightBlindData attribute of the current light being evaluated </param>
      <param name="lightDirection">The direction of the light being evaluated </param>
      <param name="pointCamera">The position of the camera </param>
      <param name="normal">The surface normal </param>
      <param name="rayDirection">The direction of the current intersection ray in camera space </param>
      <returns>Returns a MFloatVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.lightAttenuation(System.Byte*,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This utility function computes and returns light attentuation factor of a light. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the result of 1 will be returned if the light being evaluated does not support light attentuation.</para>
        <para />
      </remarks>
      <param name="lightBlindData">The reference to the aLightBlindData attribute of the current light being evaluated </param>
      <param name="pointCamera">The position of the camera </param>
      <param name="normal">The surface normal </param>
      <param name="lightBackFace">Is the back face being lit, true or false. </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.hemisphereCoverage(System.Byte*,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,Autodesk.Maya.OpenMaya.MFloatVector,System.Boolean)">
      <summary>
        <para>This utility function computes and returns the fraction of the light that is transmitted by an object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is mostly used for translucence and scattering effects.</para>
        <para />
      </remarks>
      <param name="lightBlindData">The reference to the aLightBlindData attribute of the current light being evaluated </param>
      <param name="lightDirection">The direction of the light being evaluated </param>
      <param name="pointCamera">The position of the camera </param>
      <param name="rayDirection">The direction of the current intersection ray in camera space </param>
      <param name="lightBackFace">Is the back face being lit, true or false. </param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.sendRenderProgressInfo(System.String,System.Int32)">
      <summary>
        <para>This utility function sends batch rendering status to Maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="pixFile">File name of the last rendered batch image </param>
      <param name="percentageDone">percentage rendered </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.getCommonRenderSettings(Autodesk.Maya.OpenMayaRender.MCommonRenderSettingsData)">
      <summary>
        <para>Fill the set of common render setting values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="rgData">MCommonRenderSettingsData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.renderObjectItem(System.Byte*,Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Procedure to look up a selection item for a given sample object id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is only guaranteed to work when software rendering. As multiple processors may be used when software rendering; a critical section should be used to protect multiple threads from simulaneously performing DG evaluation. This includes querying attribute values.</para>
        <para>
          <section />
        </para>
      </remarks>
      <param name="objectId">The sample object id to look-up </param>
      <param name="item">The corresponding item for the id</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.eval2dTexture(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MVectorArray,Autodesk.Maya.OpenMaya.MDoubleArray)">
      <param name="texNode">MObject</param>
      <param name="uCoords">MDoubleArray</param>
      <param name="vCoords">MDoubleArray</param>
      <param name="resultColors">MVectorArray</param>
      <param name="resultAlphas">MDoubleArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_mayaRenderState()">
      <returns>Returns a MRenderState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_generatingIprFile()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_renderPass()">
      <returns>Returns a MRenderPass.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_mainBeautyPassCustomTokenString()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_mainBeautyPassName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderUtil.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.mayaRenderState">
      <summary>
        <para>Returns an enumerated type specifying the current state of the Maya renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kNotRendering</ref>
                    </b> Maya is not currently rendering </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kBatchRender</ref>
                    </b> Maya is performing a batch render </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kInteractiveRender</ref>
                    </b> Maya is performing an interactive render </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kIprRender</ref>
                    </b> Maya is performing an IPR render </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kHardwareRender</ref>
                    </b> Maya is performing a hardware render </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.generatingIprFile">
      <summary>
        <para>Returns true if an IPR file is being created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can be used to optimize the IPR file. Lights do not need to request particle information (IPR does not support particle rendering) when creating a IPR file.</para>
        <para>
          <section>
            <para>true if IPR file is being generated, false otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.renderPass">
      <summary>
        <para>Returns an enumerated type specifying the current pass the Maya renderer is executing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kAll</ref>
                    </b> Default case. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kColorOnly</ref>
                    </b> Only color information is being calculated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kShadowOnly</ref>
                    </b> Only shadow information is being calculated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kAmbientOnly</ref>
                    </b> Only ambient information is being calculated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kDiffuseOnly</ref>
                    </b> Only diffuse information is being calculated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MRenderUtil::kSpecularOnly</ref>
                    </b> Only specular information is being calculated. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.mainBeautyPassCustomTokenString">
      <summary>
        <para>Returns the custom token string of the main beauty pass for use by renderers in file naming. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The custom token string for the main beauty pass </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.mainBeautyPassName">
      <summary>
        <para>Returns the name of the main beauty pass for use by renderers for token substitution. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the main beauty pass </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderUtil.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState">
      <summary>
        <para>Defines the current rendering state of Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kNotRendering">
      <summary>
        <para>Not rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kBatchRender">
      <summary>
        <para>Performing a batch render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kInteractiveRender">
      <summary>
        <para>Performing an interactive render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kIprRender">
      <summary>
        <para>Performing an IPR render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kHardwareRender">
      <summary>
        <para>Performing a hardware render. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass">
      <summary>
        <para>Defines the current pass of Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kAll">
      <summary>
        <para>Default case, compute everything. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kColorOnly">
      <summary>
        <para>Compute only color information, no shadows. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kShadowOnly">
      <summary>
        <para>Compute only shadow information, no color. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kAmbientOnly">
      <summary>
        <para>Compute only ambient information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kDiffuseOnly">
      <summary>
        <para>Compute only diffuse information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kSpecularOnly">
      <summary>
        <para>Compute only specular information. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState">
      <summary>
        <para>Defines the current rendering state of Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kNotRendering">
      <summary>
        <para>Not rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kBatchRender">
      <summary>
        <para>Performing a batch render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kInteractiveRender">
      <summary>
        <para>Performing an interactive render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kIprRender">
      <summary>
        <para>Performing an IPR render. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderState.kHardwareRender">
      <summary>
        <para>Performing a hardware render. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass">
      <summary>
        <para>Defines the current pass of Maya. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kAll">
      <summary>
        <para>Default case, compute everything. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kColorOnly">
      <summary>
        <para>Compute only color information, no shadows. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kShadowOnly">
      <summary>
        <para>Compute only shadow information, no color. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kAmbientOnly">
      <summary>
        <para>Compute only ambient information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kDiffuseOnly">
      <summary>
        <para>Compute only diffuse information. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MRenderUtil.MRenderPass.kSpecularOnly">
      <summary>
        <para>Compute only specular information. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MRenderView">
      <summary>
        <para>Static class providing Render View API functions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to the Maya Render View. The class allows plugins to send image data to the Render View in the same way that the Maya renderer does. Either a "full render" or a "region
  render" can be performed. In a full render, the Render View expects to receive pixel data that fills the entire image, while a region render expects only updates to a specified image region.</para>
        <para>
          <b>Usage</b>
        </para>
        <para>To send an image to the Render View, use the following sequence of calls:</para>
        <para>
          <list type="number">
            <item>
              <para>Call <ref>doesRenderEditorExist()</ref> to make sure that a Render View exists. If this returns false, then Maya is operating in batch mode. </para>
            </item>
            <item>
              <para>Call <ref>setCurrentCamera()</ref> to specify the name of the camera that is being rendered. </para>
            </item>
            <item>
              <para>Call <ref>startRender()</ref> or <ref>startRegionRender()</ref> to inform the Render View that you are about to start sending either a full image or a region update. When region rendering, the <ref>getRenderRegion()</ref> method can be used to retrieve the currently selected marquee region in the Render View. </para>
            </item>
            <item>
              <para>The image or image region is sent to the Render View as a series of one or more tiles. For each tile, send the tile's image data using the <ref>updatePixels()</ref> method. Call the <ref>refresh()</ref> method to refresh the Render View after each tile has been sent. </para>
            </item>
            <item>
              <para>Call <ref>endRender()</ref> to signal the Render View that all image data has been sent. </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.getCPtr(Autodesk.Maya.OpenMayaRender.MRenderView)">
      <param name="obj">MRenderView</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.setCurrentCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Informs the render client of the camera that will be performing the rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="camera">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.getRenderRegion(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Retrieves the currently selected Render Region in Maya's Render View. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The region extends from the bottom-left corner (left,bottom) to the upper-right corner (right,top) inclusive (i.e. the row y=top and column x=right are part of the region).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful, returned values are valid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">receives the left extent of the region </param>
      <param name="right">receives the right extent of the region </param>
      <param name="bottom">receives the bottom extent of the region </param>
      <param name="top">receives the top extent of the region</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRender(System.UInt32,System.UInt32,System.Boolean,System.Boolean)">
      <summary>
        <para>Informs the Render View that a full image render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The entire Render View buffer will be cleared in anticipation of receiving an entire image.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because the specified width or height was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">width of the image to be sent to the Render View (must be greater than zero). </param>
      <param name="height">height of the image to be sent to the Render View (must be greater than zero). </param>
      <param name="doNotClearBackground">When true, the Render View is not cleared before starting to draw. Default (false) is to clear the Render View. </param>
      <param name="immediateFeedback">When true, each call to refresh() will immediately redraw the Render View. Default (false) is to wait at least two seconds between redraws.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRender(System.UInt32,System.UInt32,System.Boolean)">
      <summary>
        <para>Informs the Render View that a full image render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The entire Render View buffer will be cleared in anticipation of receiving an entire image.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because the specified width or height was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">width of the image to be sent to the Render View (must be greater than zero). </param>
      <param name="height">height of the image to be sent to the Render View (must be greater than zero). </param>
      <param name="doNotClearBackground">When true, the Render View is not cleared before starting to draw. Default (false) is to clear the Render View. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRender(System.UInt32,System.UInt32)">
      <summary>
        <para>Informs the Render View that a full image render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The entire Render View buffer will be cleared in anticipation of receiving an entire image.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because the specified width or height was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">width of the image to be sent to the Render View (must be greater than zero). </param>
      <param name="height">height of the image to be sent to the Render View (must be greater than zero). </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRegionRender(System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Boolean,System.Boolean)">
      <summary>
        <para>Informs the Render View that a region render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified region will be cleared in anticipation of receiving new image data for it. The specified region must lie within the image region (0,0)-&gt;(imageWidth-1,imageHeight-1). The region 'left' coordinate must be less than the region 'right' coordinate, and the region 'bottom' coordinate must be less than the region 'top' coordinate.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because either the specified image width/height or the specified image region was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="imageWidth">width of the image in which the region is embedded. (must be greater than zero). </param>
      <param name="imageHeight">height of the image in which the region is embedded (must be greater than zero). </param>
      <param name="regionLeft">left extent of the region. </param>
      <param name="regionRight">right extent of the region. The column x=regionRight is considered part of the region. </param>
      <param name="regionBottom">bottom extent of the region. </param>
      <param name="regionTop">top extent of the region. The row y=regionTop is considered part of the region. </param>
      <param name="doNotClearBackground">When true, the Render View is not cleared before starting to draw. Default (false) is to clear the Render View. </param>
      <param name="immediateFeedback">When true, each call to refresh() will immediately redraw the Render View. Default (false) is to wait at least two seconds between redraws.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRegionRender(System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Boolean)">
      <summary>
        <para>Informs the Render View that a region render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified region will be cleared in anticipation of receiving new image data for it. The specified region must lie within the image region (0,0)-&gt;(imageWidth-1,imageHeight-1). The region 'left' coordinate must be less than the region 'right' coordinate, and the region 'bottom' coordinate must be less than the region 'top' coordinate.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because either the specified image width/height or the specified image region was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="imageWidth">width of the image in which the region is embedded. (must be greater than zero). </param>
      <param name="imageHeight">height of the image in which the region is embedded (must be greater than zero). </param>
      <param name="regionLeft">left extent of the region. </param>
      <param name="regionRight">right extent of the region. The column x=regionRight is considered part of the region. </param>
      <param name="regionBottom">bottom extent of the region. </param>
      <param name="regionTop">top extent of the region. The row y=regionTop is considered part of the region. </param>
      <param name="doNotClearBackground">When true, the Render View is not cleared before starting to draw. Default (false) is to clear the Render View. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.startRegionRender(System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Informs the Render View that a region render is about to begin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The specified region will be cleared in anticipation of receiving new image data for it. The specified region must lie within the image region (0,0)-&gt;(imageWidth-1,imageHeight-1). The region 'left' coordinate must be less than the region 'right' coordinate, and the region 'bottom' coordinate must be less than the region 'top' coordinate.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed because either the specified image width/height or the specified image region was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="imageWidth">width of the image in which the region is embedded. (must be greater than zero). </param>
      <param name="imageHeight">height of the image in which the region is embedded (must be greater than zero). </param>
      <param name="regionLeft">left extent of the region. </param>
      <param name="regionRight">right extent of the region. The column x=regionRight is considered part of the region. </param>
      <param name="regionBottom">bottom extent of the region. </param>
      <param name="regionTop">top extent of the region. The row y=regionTop is considered part of the region. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.updatePixels(System.UInt32,System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMayaRender.RV_PIXEL,System.Boolean,System.UInt32,Autodesk.Maya.OpenMayaRender.RV_AOV)">
      <summary>
        <para>Sends a block of pixels to the Render View. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Pixel colors are represented as 4-channel floating point values. For low dynamic range images, color values are in standard RGB (sRGB) colorspace, and in the range (0,255.0). For high dynamic range (HDR) images, the range is unbounded, and values are in linear CIE XYZ color space, with the X, Y, and Z values stored respectively in the R, G and B fields of the <ref>RV_PIXEL</ref> structure. Alpha values for HDR images are expected to be in the range (0,1). Out of range alpha values are not clamped, and may behave unexpectedly.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed, either because the specified update region was invalid, or because the specified pixel buffer was NULL. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">left extent of the update region. </param>
      <param name="right">right extent of the update region. The column x=right is considered part of the region. </param>
      <param name="bottom">bottom extent of the update region. </param>
      <param name="top">top extent of the update region. The row y=regionTop is considered part of the region. </param>
      <param name="pPixels">buffer containing the pixel data for the image. The buffer should contain (right-left+1)*(top-bottom+1) pixels. </param>
      <param name="isHdr">indicates whether the image has high dynamic range</param>
      <param name="numberOfAOVs">UInt32</param>
      <param name="pAOVs">RV_AOV</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.updatePixels(System.UInt32,System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMayaRender.RV_PIXEL,System.Boolean,System.UInt32)">
      <summary>
        <para>Sends a block of pixels to the Render View. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Pixel colors are represented as 4-channel floating point values. For low dynamic range images, color values are in standard RGB (sRGB) colorspace, and in the range (0,255.0). For high dynamic range (HDR) images, the range is unbounded, and values are in linear CIE XYZ color space, with the X, Y, and Z values stored respectively in the R, G and B fields of the <ref>RV_PIXEL</ref> structure. Alpha values for HDR images are expected to be in the range (0,1). Out of range alpha values are not clamped, and may behave unexpectedly.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed, either because the specified update region was invalid, or because the specified pixel buffer was NULL. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">left extent of the update region. </param>
      <param name="right">right extent of the update region. The column x=right is considered part of the region. </param>
      <param name="bottom">bottom extent of the update region. </param>
      <param name="top">top extent of the update region. The row y=regionTop is considered part of the region. </param>
      <param name="pPixels">buffer containing the pixel data for the image. The buffer should contain (right-left+1)*(top-bottom+1) pixels. </param>
      <param name="isHdr">indicates whether the image has high dynamic range</param>
      <param name="numberOfAOVs">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.updatePixels(System.UInt32,System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMayaRender.RV_PIXEL,System.Boolean)">
      <summary>
        <para>Sends a block of pixels to the Render View. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Pixel colors are represented as 4-channel floating point values. For low dynamic range images, color values are in standard RGB (sRGB) colorspace, and in the range (0,255.0). For high dynamic range (HDR) images, the range is unbounded, and values are in linear CIE XYZ color space, with the X, Y, and Z values stored respectively in the R, G and B fields of the <ref>RV_PIXEL</ref> structure. Alpha values for HDR images are expected to be in the range (0,1). Out of range alpha values are not clamped, and may behave unexpectedly.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed, either because the specified update region was invalid, or because the specified pixel buffer was NULL. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">left extent of the update region. </param>
      <param name="right">right extent of the update region. The column x=right is considered part of the region. </param>
      <param name="bottom">bottom extent of the update region. </param>
      <param name="top">top extent of the update region. The row y=regionTop is considered part of the region. </param>
      <param name="pPixels">buffer containing the pixel data for the image. The buffer should contain (right-left+1)*(top-bottom+1) pixels. </param>
      <param name="isHdr">indicates whether the image has high dynamic range</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.updatePixels(System.UInt32,System.UInt32,System.UInt32,System.UInt32,Autodesk.Maya.OpenMayaRender.RV_PIXEL)">
      <summary>
        <para>Sends a block of pixels to the Render View. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Pixel colors are represented as 4-channel floating point values. For low dynamic range images, color values are in standard RGB (sRGB) colorspace, and in the range (0,255.0). For high dynamic range (HDR) images, the range is unbounded, and values are in linear CIE XYZ color space, with the X, Y, and Z values stored respectively in the R, G and B fields of the <ref>RV_PIXEL</ref> structure. Alpha values for HDR images are expected to be in the range (0,1). Out of range alpha values are not clamped, and may behave unexpectedly.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed, either because the specified update region was invalid, or because the specified pixel buffer was NULL. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">left extent of the update region. </param>
      <param name="right">right extent of the update region. The column x=right is considered part of the region. </param>
      <param name="bottom">bottom extent of the update region. </param>
      <param name="top">top extent of the update region. The row y=regionTop is considered part of the region. </param>
      <param name="pPixels">buffer containing the pixel data for the image. The buffer should contain (right-left+1)*(top-bottom+1) pixels. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.refresh(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Requests that the Render View refresh the display of a particular region of the displayed image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Operation failed, because the specified refresh region was invalid. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="left">left extent of the update region. </param>
      <param name="right">right extent of the update region. The column x=right is considered part of the region. </param>
      <param name="bottom">bottom extent of the update region. </param>
      <param name="top">top extent of the update region. The row y=regionTop is considered part of the region.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.endRender()">
      <summary>
        <para>Informs the Render View that the current render has completed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The Render View is refreshed and no further updates are accepted.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed because no Render View existed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.get_doesRenderEditorExist()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MRenderView.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderView.doesRenderEditorExist">
      <summary>
        <para>Determines whether or not a Render View exists to receive image data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this function returns false, then Maya is currently running in batch mode, so it would be pointless to try to send data to the Render View.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> if the Render View exists. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MRenderView.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase">
      <summary>
        <para>Swatch Render Base class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A class providing an interface through which a plugin can implement a class to provide custom rendered images for swatches which are displayed in hypershade and the Attribute Editor.</para>
        <para>By deriving from this class and implementing the doIteration function, swatches for nodes (having the required classification) can be custom rendered by the plugin.</para>
        <para>The derived class needs to be registered with Maya using the interface provided by <ref>MSwatchRenderRegister</ref>. Please refer to documentation of <ref>MSwatchRenderRegister</ref> for more details.</para>
        <para>To indicate that swatch for a certain node type will be generated by the plugin the classfication string of the node needs to contain the following string : "swatch/&lt;swatch generator name&gt;" The swatch generator name string should match the name used to register the swatch generator class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>constructor </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor.</para>
        <para>Saves the Node object and image resolution in members for future use.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.Int32)">
      <summary>
        <para>constructor </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor.</para>
        <para>Saves the Node object and image resolution in members for future use.</para>
        <para />
      </remarks>
      <param name="obj">The node object for which the swatch needs to be generated. </param>
      <param name="renderObj">The node which will generate the swatch. </param>
      <param name="res">The expected resolution of the swatch image. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.getCPtr(Autodesk.Maya.OpenMayaRender.MSwatchRenderBase)">
      <param name="obj">MSwatchRenderBase</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.doIteration()">
      <summary>
        <para>Method called to do swatch image generation, derived classes needs to implement this. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Method called from the <ref>MSwatchRenderRegister</ref> for generation of swatch image.</para>
        <para>The doIteration function is called repeatedly (during idle events) until it returns true. Using this swatch image can be generated in stages.</para>
        <para>This method should be overriden in derived classes which can compute the swatches in several steps.</para>
        <para>
          <section>
            <para>False as long as the swatch comutation is not completed. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.image()">
      <summary>
        <para>returns the swatch image </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns the the render swatch as an image. </para>
      </remarks>
      <returns>Returns a MImage.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.get_swatchNode()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.get_node()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.get_resolution()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.swatchNode">
      <summary>
        <para>returns the node for which the swatch is required to be generated </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns the node for which the swatch is required to be generated. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.node">
      <summary>
        <para>returns the node used to compute the swatch </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns the node that is used to compute the swatch. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MSwatchRenderBase.resolution">
      <summary>
        <para>returns the expected resolution of the swatch image </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns the expected resolution of the swatch. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister">
      <summary>
        <para>Manages swatch generators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides an interface for plugins to register/unregister swatch generator classes (derived from <ref>MSwatchRenderBase</ref>) with Maya. Whenever a swatch needs to be generated for a node, it checks the classfication string of the node for the preferred swatch generator. If a match is found, it creates and manages the swatch generator object (that is it deletes the swatch generator object once the image has been generated). The doIteration function is called for generating the swatch. The doIteration function is called repeatedly (during idle events) till it returns true. This allows for generation of the swatch in stages. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister.getCPtr(Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister)">
      <param name="obj">MSwatchRenderRegister</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MSwatchRenderRegister.Dispose()" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameter">
      <summary>
        <para>Uniform parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MUniformParameter</ref> class provides a high-level interface to hardware shader uniform parameters. By defining your shader's uniform parameters through this class, you allow Maya to handle the attributes, editing, serialisation, and caching for you in a standard way that ensure you'll be able to leverage future performance and functionlity improvements.</para>
        <para>At setup time (either initial load or when the effect/technique is changed), your shader simply creates the list of parameters it requires, specifying the name, type, semantic of the parameters. At render time, you can then use the parameters to directly access the appropriate buffers for that surface data.</para>
        <para>If you include a custom Attribute Editor template for your shader node, you can include these surface parameters by calling the AEhwUniformTemplateParameters script function. The following sample code provides a basic template you can modify - however your AE template can use as much or as little of this as you like:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor()">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataType,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataSemantic,System.UInt32,System.UInt32,System.Object)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">DataType</param>
      <param name="semantic">DataSemantic</param>
      <param name="numRows">UInt32</param>
      <param name="numColumns">UInt32</param>
      <param name="userData">Object</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataType,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataSemantic,System.UInt32,System.UInt32)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">DataType</param>
      <param name="semantic">DataSemantic</param>
      <param name="numRows">UInt32</param>
      <param name="numColumns">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataType,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataSemantic,System.UInt32)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">DataType</param>
      <param name="semantic">DataSemantic</param>
      <param name="numRows">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataType,Autodesk.Maya.OpenMayaRender.MUniformParameter+DataSemantic)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) uniform parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">DataType</param>
      <param name="semantic">DataSemantic</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getCPtr(Autodesk.Maya.OpenMayaRender.MUniformParameter)">
      <param name="obj">MUniformParameter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.assign(Autodesk.Maya.OpenMayaRender.MUniformParameter)">
      <param name="other">MUniformParameter</param>
      <returns>Returns a MUniformParameter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.type()">
      <summary>
        <para>Get the type of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a DataType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.semantic()">
      <summary>
        <para>Get the semantic of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The semantic of this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a DataSemantic.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.userData()">
      <summary>
        <para>Get the user data for this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>User data can be used to store plugin specific information that you want to associate with this parameter. Typically this will be used to store a handle to the effect parameter.</para>
        <para>
          <section>
            <para>The user data for this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setRangeMin(System.Double)">
      <summary>
        <para>Sets the hard range lower bound for a numeric uniform parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="rangeMin">The lower bound of the range. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setRangeMax(System.Double)">
      <summary>
        <para>Sets the hard range upper bound for a numeric uniform parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="rangeMax">The upper bound of the range. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setSoftRangeMin(System.Double)">
      <summary>
        <para>Sets the soft range lower bound for a numeric uniform parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="softRangeMin">The lower bound of the slider. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setSoftRangeMax(System.Double)">
      <summary>
        <para>Sets the soft range upper bound for a numeric uniform parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="softRangeMax">The upper bound of the slider. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setUIHidden(System.Boolean)">
      <summary>
        <para>Sets the hidden state of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="hiddenState">True will hide the corresponding attribute in the attribute editor. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setEnumFieldNames(System.String)">
      <summary>
        <para>Sets the field names of an enum attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The format of the string is the same as returned by the MEL command <code>attributeQuery -listEnum</code>.</para>
        <para />
      </remarks>
      <param name="fieldNames">A string of colon ":" delimited field names which can specify an index value separated by an equal sign "=". The indexing starts at zero and the index value of an item when it is not explicitely specified is the index of the previous item (if any) incremented by one. Example: "Shaded:Wireframe=8:Bounding Box" defines 3 values with index 0, 8, and 9. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setKeyable(System.Boolean)">
      <summary>
        <para>Sets the keyable state of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="keyable">True if the attribute should be keyable </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.hasChanged(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Has the value of this parameter changed since the last time it was accessed? This allows your shader to minimise state changes by only updating modified parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if this parameter's value has changed since the last time its value was accessed. false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.hasChanged(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Has the value of this parameter changed since the last time it was accessed? This allows your shader to minimise state changes by only updating modified parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if this parameter's value has changed since the last time its value was accessed. false otherwise. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsFloatArray(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Get the value of this uniform parameter as one or more floating point values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>A pointer to an array of floating point values for this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsFloatArray(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Get the value of this uniform parameter as one or more floating point values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>A pointer to an array of floating point values for this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a Single*.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setAsFloatArray(System.Single[],System.UInt32)">
      <summary>
        <para>Set the value of this uniform parameter as one or more floating point values. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it is not possible to set shape-specific parameters.</para>
        <para />
      </remarks>
      <param name="value">a pointer an array of floats holding the new floating point value(s) for this parameter. </param>
      <param name="maxElements">the maximum number of elements in the value array. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsFloat(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Get the value of this uniform parameter as a float. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current float value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsFloat(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Get the value of this uniform parameter as a float. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current float value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setAsFloat(System.Single)">
      <summary>
        <para>Set the value of this uniform parameter as a float. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it is not possible to set shape-dependent parameters.</para>
        <para />
      </remarks>
      <param name="value">the new float value for this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsString(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Get the value of this uniform parameter as a string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current string value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsString(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Get the value of this uniform parameter as a string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current string value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setAsString(System.String)">
      <summary>
        <para>Set the value of this uniform parameter as a string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it is not possible to set shape-dependent parameters.</para>
        <para />
      </remarks>
      <param name="value">the new string value for this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsBool(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Get the value of this uniform parameter as a boolean value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current boolean value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsBool(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Get the value of this uniform parameter as a boolean value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current boolean value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setAsBool(System.Boolean)">
      <summary>
        <para>Set the value of this uniform parameter as a boolean value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it is not possible to set shape-dependent parameters.</para>
        <para />
      </remarks>
      <param name="value">the new value for this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsInt(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Get the value of this uniform parameter as an integer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current integer value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="iterator">the current shape being rendered.</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.getAsInt(Autodesk.Maya.OpenMayaRender.MHWRender.MDrawContext)">
      <summary>
        <para>Get the value of this uniform parameter as an integer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Because some parameters can be shape-dependent, the method requires access to the current geometry item being rendered.</para>
        <para>
          <section>
            <para>The current integer value of this uniform parameter. </para>
          </section>
        </para>
      </remarks>
      <param name="context">MDrawContext</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setAsInt(System.Int32)">
      <summary>
        <para>Set the value of this uniform parameter as an integer value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that it is not possible to set shape-dependent parameters.</para>
        <para />
      </remarks>
      <param name="value">the new value for this parameter. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setUINiceName(System.String)">
      <param name="name">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.setDirty()">
      <summary>
        <para>Mark the data for this parameter as dirty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will force the parameter to report that it has been changed the next time it is accessed. This allows external events (e.g. device lost, texture management, etc) to force a shader to re-set parameters tied to externally managed resources. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_numRows()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_numColumns()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_numElements()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_uIHidden()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_keyable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_isATexture()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_plug()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameter.get_source()">
      <returns>Returns a MPlug.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.name">
      <summary>
        <para>Get the name of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.numRows">
      <summary>
        <para>Get the number of rows in this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of rows in this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.numColumns">
      <summary>
        <para>Get the number of columns in this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of columns in this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.numElements">
      <summary>
        <para>Get the number of elements in this parameter (including rows and columns) </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of elements in this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.uIHidden" />
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.keyable">
      <summary>
        <para>Gets the keyable state of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the corresponding attribute is keyable. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the keyable state of this parameter. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.isATexture">
      <summary>
        <para>Test if this parameter stores a texture. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if this parameter represents a texture, false otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.plug">
      <summary>
        <para>Get the plug managed by this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameter.source">
      <summary>
        <para>Get the source plug connected to this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Other than textures, this will typically be a NULL plug. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType">
      <summary>
        <para>Parameter data types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeBool">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeInt">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeFloat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kType1DTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kType2DTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kType3DTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeCubeTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeEnvTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeString">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType.kTypeEnum">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic">
      <summary>
        <para>Parameter semantics (i.e. what the parameter represents). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticObjectDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticObjectPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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      <summary>
        <para>&amp;nbsp;</para>
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        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticColorTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticNormalTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticBumpTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticNormalizationTexture">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticTime">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticLocalViewer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewportPixelSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticBackgroundColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticFrameNumber">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataType">
      <summary>
        <para>Specifies the data type of the storage array. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic">
      <summary>
        <para>Parameter semantics (i.e. what the parameter represents). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticUnknown">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticObjectDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionDir">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticObjectPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionPos">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticBump">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticEnvironment">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticColorTexture">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticNormalTexture">
      <summary>
        <para>&amp;nbsp;</para>
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticBumpTexture">
      <summary>
        <para>&amp;nbsp;</para>
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticNormalizationTexture">
      <summary>
        <para>&amp;nbsp;</para>
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticTime">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
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    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
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      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticWorldViewProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionInverseMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewProjectionInverseTransposeMatrix">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticLocalViewer">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticViewportPixelSize">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticBackgroundColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MUniformParameter.DataSemantic.kSemanticFrameNumber">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MUniformParameterList">
      <summary>
        <para>Uniform Parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>MUniformParameterArray specify the list of uniform shader parameters used by a hardware shader, allowing Maya to handle setting up the node and user interfaces to the data, the population and access of cached data, etc. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create a new, empty list of uniform parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.#ctor()">
      <summary>
        <para>Create a new, empty list of uniform parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.getCPtr(Autodesk.Maya.OpenMayaRender.MUniformParameterList)">
      <param name="obj">MUniformParameterList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.append(Autodesk.Maya.OpenMayaRender.MUniformParameter)">
      <summary>
        <para>Append a new parameter to this end of this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="element">The new parameter to append </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.getElement(System.Int32)">
      <summary>
        <para>Get the nth parameter in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The nth parameter in the list </para>
          </section>
        </para>
      </remarks>
      <param name="n">the index of the element to return</param>
      <returns>Returns a MUniformParameter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.setElement(System.Int32,Autodesk.Maya.OpenMayaRender.MUniformParameter)">
      <summary>
        <para>Get the nth parameter in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The nth parameter in the list </para>
          </section>
        </para>
      </remarks>
      <param name="n">the index of the element to return </param>
      <param name="p">the requested parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.assign(Autodesk.Maya.OpenMayaRender.MUniformParameterList)">
      <param name="other">MUniformParameterList</param>
      <returns>Returns a MUniformParameterList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.set_length(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MUniformParameterList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MUniformParameterList.length">
      <summary>
        <para>Get the number of parameters in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of parameters in this list. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the number of parameters in this list. </para>
      </summary>
      <remarks>
        <para>If this is greater than the current number of parameters in the list, the caller is responsible for setting the new parameters to valid values using setElement.</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameter">
      <summary>
        <para>Geometric data cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MVaryingParameter</ref> class provides a high-level interface to hardware shader varying parameters. By defining your shader's varying data through this class, you allow Maya to handle the attributes, editing, serialisation, requirements setup, and cache management for you in a standard way that ensure you'll be able to leverage future performance and functionlity improvements.</para>
        <para>At setup time (either initial load or when the effect/technique is changed), your shader simply creates the list of parameters it requires, specifying the name, type, semantic of the parameters. At render time, you can then use the parameters to directly access the appropriate buffers for that surface data.</para>
        <para>If you include a custom Attribute Editor template for your shader node, you can include these surface parameters by calling the AEhwShaderTemplateParameters script function. The following sample code provides a basic template you can modify - however your AE template can use as much or as little of this as you like:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor()">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.Boolean,System.String)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
      <param name="invertTexCoords">Boolean</param>
      <param name="semanticName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.Boolean)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
      <param name="invertTexCoords">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.String,System.Boolean,System.String)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="dimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
      <param name="destinationSet">String</param>
      <param name="invertTexCoords">Boolean</param>
      <param name="semanticName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.String,System.Boolean)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="dimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
      <param name="destinationSet">String</param>
      <param name="invertTexCoords">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.String)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="dimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
      <param name="destinationSet">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="dimension">Int32</param>
      <param name="semantic">MVaryingParameterSemantic</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.#ctor(System.String,Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterType,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Create an uninitialised (i.e. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>NULL) varying parameter. </para>
      </remarks>
      <param name="name">String</param>
      <param name="type">MVaryingParameterType</param>
      <param name="minDimension">Int32</param>
      <param name="maxDimension">Int32</param>
      <param name="dimension">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.getCPtr(Autodesk.Maya.OpenMayaRender.MVaryingParameter)">
      <param name="obj">MVaryingParameter</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.assign(Autodesk.Maya.OpenMayaRender.MVaryingParameter)">
      <param name="other">MVaryingParameter</param>
      <returns>Returns a MVaryingParameter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.type()">
      <summary>
        <para>Get the type of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The type of this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVaryingParameterType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.semantic()">
      <summary>
        <para>Get the semantic of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The semantic of this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVaryingParameterSemantic.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.getBuffer(Autodesk.Maya.OpenMayaRender.MGeometry,System.Byte*&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Get the data for this parameter as a system memory buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the parameter could not be retrieved. </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="geometry">the geometry cache the data should be retrieved from. This corresponds to the shape (e.g. mesh) you want the data for. </param>
      <param name="data">returns a pointer to the data (or NULL if the parameter is not available). </param>
      <param name="elements">the number of elements specified for this parameter (e.g. is it 3 floats or 4 floats?) </param>
      <param name="count">the number of values returned for this parameter (e.g. there are 426 normals)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.getSourceType()">
      <summary>
        <para>Get the type of data (e.g. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>position, normal, uv) currently populating this parameter. This method will only return a useful value when called on leaf-level parameters (e.g. structures do not have sources, only the elements of a structure have sources).</para>
        <para>
          <section>
            <para>The current data type populating of this parameter </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MVaryingParameterSemantic.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.setSource(Autodesk.Maya.OpenMayaRender.MVaryingParameter+MVaryingParameterSemantic,System.String)">
      <summary>
        <para>While the source of geometry parameters is usually configured by the artist through Maya's user interface, this method allows you to programatically set the source of a geometry parameter, including both the data type (e.g. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>position, normal, etc) and an optional set name (e.g. UV set "map1"). This is useful for implementing custom default values or shader operations.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if the source could not be set (e.g. the parameter is invalid). </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="type">the type of data to populate this parameter with </param>
      <param name="setName">the specific data set to use for parameter types which support data sets, such as UV and color.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.addElement(Autodesk.Maya.OpenMayaRender.MVaryingParameter)">
      <summary>
        <para>Add a child element to this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is only valid for parameters of type kStructure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured (e.g. the parameter is not a structure) </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="child">the parameter to add to the structure.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.getElement(System.UInt32)">
      <summary>
        <para>Get an element within a structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is only valid for parameters of type kStructure.</para>
        <para>
          <section>
            <para>The structure element. This will be a NULL element if an invalid index was specified. </para>
          </section>
        </para>
      </remarks>
      <param name="i">The index of the structure element to return.</param>
      <returns>Returns a MVaryingParameter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.removeElements()">
      <summary>
        <para>Remove all child elements from a structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is only valid for parameters of type kStructure.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <ref>MS::kFailure</ref> if an error occured (e.g. the parameter is not a structure) </para>
                </item>
                <item>
                  <para>
                    <ref>MS::kSuccess</ref> otherwise. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_semanticName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_destinationSet()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_dimension()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_sourceSetName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_elementSize()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_maximumStride()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_numElements()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameter.get_updateId()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.name">
      <summary>
        <para>Get the name of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.semanticName">
      <summary>
        <para>Get the semantic name assigned to this parameter The semanticName is used to identify a custom vertex stream request in order to fill the stream with the appropriate data requested by a shader override. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The semantic name of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.destinationSet">
      <summary>
        <para>Get the destination Set of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The destination Set of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.dimension">
      <summary>
        <para>Get the dimension of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The dimension of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.sourceSetName">
      <summary>
        <para>If the current data type supports data sets (e.g. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>uv sets, color sets), get the name of the data set populating this parameter. This method will only return a useful value when called on leaf-level parameters (e.g. structures do not have sources, only the elements of a structure have sources).</para>
        <para>
          <section>
            <para>The current source set of this parameter </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.elementSize">
      <summary>
        <para>Get the size in bytes of one element of this parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The size in bytes of one element of this parameter. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.maximumStride">
      <summary>
        <para>Get the maximum stride of this parameter in bytes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For parameter that accept a range of element counts, this corresponds to the maximum number of elements the parameter supports.</para>
        <para>
          <section>
            <para>The maximum stride of this parameter in bytes. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.numElements">
      <summary>
        <para>Get the number of elements in this structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This operation is only valid for parameters of type kStructure.</para>
        <para>
          <section>
            <para>The number of elements in this structure. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameter.updateId">
      <summary>
        <para>Get the update id. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The update id is increased every time the parameter sources or sourceSet are changed. A plugin can compare the update id value between subsequent calls to this function to know if the source has changed since the last call. <section><para>The update id </para></section></para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType">
      <summary>
        <para>Parameter types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kStructure">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kFloat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kChar">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedChar">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInt16">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedInt16">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInt32">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedInt32">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInvalidParameter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic">
      <summary>
        <para>Parameter semantics (i.e. what the parameter represents). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kNoSemantic">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kPosition">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kTexCoord">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kWeight">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kTangent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kBinormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType">
      <summary>
        <para>Parameter types. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kStructure">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kFloat">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kDouble">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kChar">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedChar">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInt16">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedInt16">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInt32">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kUnsignedInt32">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterType.kInvalidParameter">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic">
      <summary>
        <para>Parameter semantics (i.e. what the parameter represents). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kNoSemantic">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kPosition">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kNormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kTexCoord">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kWeight">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kTangent">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MVaryingParameter.MVaryingParameterSemantic.kBinormal">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MVaryingParameterList">
      <summary>
        <para>Geometric data cache. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>MVaryingParameterArrays specify the surface component level data used by a hardware shader, allowing Maya to handle setting up the node and user interfaces to the data, the population and access of cached data, etc. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Create a new, empty list of varying parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.#ctor()">
      <summary>
        <para>Create a new, empty list of varying parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.getCPtr(Autodesk.Maya.OpenMayaRender.MVaryingParameterList)">
      <param name="obj">MVaryingParameterList</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.append(Autodesk.Maya.OpenMayaRender.MVaryingParameter)">
      <summary>
        <para>Append a new parameter to this end of this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="element">The new parameter to append </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.getElement(System.Int32)">
      <summary>
        <para>Get the nth parameter in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The nth parameter in the list </para>
          </section>
        </para>
      </remarks>
      <param name="n">The index of the element to return</param>
      <returns>Returns a MVaryingParameter.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.setElement(System.Int32,Autodesk.Maya.OpenMayaRender.MVaryingParameter)">
      <summary>
        <para>Set the nth parameter in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The nth parameter in the list </para>
          </section>
        </para>
      </remarks>
      <param name="n">The index of the element to set </param>
      <param name="p">The value to set</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.assign(Autodesk.Maya.OpenMayaRender.MVaryingParameterList)">
      <param name="other">MVaryingParameterList</param>
      <returns>Returns a MVaryingParameterList.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.set_length(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.get_length()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MVaryingParameterList.length">
      <summary>
        <para>Get the number of parameters in this list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of parameters in this list. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the number of parameters in this list. </para>
      </summary>
      <remarks>
        <para>If this is greater than the current number of parameters in the list, the caller is responsible for setting the new parameters to valid values using setElement.</para>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer">
      <summary>
        <para>Base class for hardware viewport renderers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MViewportRenderer</ref> is a class which represents a hardware viewport renderer. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the user interface name is set to be the internal name. The user is free to change the UI. The internal name cannot be changed once set.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.getCPtr(Autodesk.Maya.OpenMayaRender.MViewportRenderer)">
      <param name="obj">MViewportRenderer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.initialize()">
      <summary>
        <para>Renderer initialization. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets called to allow the renderer to perform a one time initialization.</para>
        <para>The corresponding method for cleanup is <ref>uninitialize()</ref>.</para>
        <para>Initialization is called if and only if the renderer has been registered. See register() method.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> : if execution was successful. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.uninitialize()">
      <summary>
        <para>Renderer cleanup. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets called to allow the renderer to perform a one time de-initialization.</para>
        <para>The corresponding method for cleanup is <ref>initialize()</ref>.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> : if execution was successful. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.render(Autodesk.Maya.OpenMayaRender.MRenderingInfo)">
      <summary>
        <para>Method which does the actual rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets called to allow the renderer to perform rendering.</para>
        <para>It will be called whenever the viewport to which it is registered, requires a refresh.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> : if execution was successful. </para>
          </section>
        </para>
      </remarks>
      <param name="info">MRenderingInfo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.nativelySupports(Autodesk.Maya.OpenMayaRender.MViewportRenderer+RenderingAPI,System.Single)">
      <summary>
        <para>Query the native rendering API's supported by this renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Query the renderer to see if the renderer can natively support a specific API and API version number.</para>
        <para>This is to provide compatibility checks between the drawing API used for the render target of this renderer, and the renderer itself.</para>
        <para>As an example the render target may be using OpenGL natively while the renderer associated with the render target is using Direct3D. In this case the method should return false.</para>
        <para>As an example the render target may be using Direct3D version K natively while the renderer associated with the render target is using Direct3D version L. In this case the method may return false.</para>
        <para>
          <section>
            <para>
              <ref>MViewportRenderer::RenderingAPI</ref> : rendering API. </para>
          </section>
        </para>
      </remarks>
      <param name="api">rendering API natively used by the render target </param>
      <param name="version">rendering API version of the API natively used by the render target</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer._override(Autodesk.Maya.OpenMayaRender.MViewportRenderer+RenderingOverride)">
      <param name="arg0">RenderingOverride</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.overrideThenStandardExclusion()">
      <summary>
        <para>Rendering exclusion for standard pass of kOverrideThenStandard. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method gets called to query the renderer to see what should be excluded from the standard pass when the RenderingOverride mode is kOverrideThenStandard.</para>
        <para>If this method is not redefined by the derived class, it returns kExcludeAll.</para>
        <para>
          <section>
            <para>A bitmask constructed from the RenderingExclusion enum. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.registerRenderer()">
      <summary>
        <para>Register the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Registration should occur when the plugin is initialized. A renderer will be available for usage from 3d modeling viewports if and only if it has been registered.</para>
        <para>Additionally, the initialization method <ref>initialize()</ref> will be made only if a renderer has been registered.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> : if execution was successful. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.deregisterRenderer()">
      <summary>
        <para>Deregister the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Deregistration should occur when the plugin is unloaded.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> : if execution was successful. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.renderingOverride()">
      <summary>
        <para>Return the override status. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Override status. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a RenderingOverride.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.setRenderingOverride(Autodesk.Maya.OpenMayaRender.MViewportRenderer+RenderingOverride)">
      <summary>
        <para>Set the rendering override for the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">RenderingOverride</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.set_uIname(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MViewportRenderer.get_uIname()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MViewportRenderer.name">
      <summary>
        <para>Return the internal name of the renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>renderer name </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MViewportRenderer.uIname" />
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI">
      <summary>
        <para>API used for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kOpenGL">
      <summary>
        <para>Renderer uses hardware OpenGL for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kDirect3D">
      <summary>
        <para>Renderer uses hardware Direct3D for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kSoftware">
      <summary>
        <para>Renderer renders using software. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride">
      <summary>
        <para>Override status. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kNoOverride">
      <summary>
        <para>Override nothing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideAllDrawing">
      <summary>
        <para>Override all drawing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideThenStandard">
      <summary>
        <para>Override all drawing, then follow with a standard render pass. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideThenUI">
      <summary>
        <para>Override draw, then follow with a UI only render pass. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion">
      <summary>
        <para>Rendering exclusions when RenderingOverride is kOverrideThenStandard. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNone">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNurbsCurves">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNurbsSurfaces">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeMeshes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePlanes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeLights">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeCameras">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeJoints">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeIkHandles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDeformers">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDynamics">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeLocators">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDimensions">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeSelectHandles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePivots">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeTextures">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeGrid">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeCVs">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeHulls">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeStrokes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeSubdivSurfaces">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeFluids">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeFollicles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeHairSystems">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeImagePlane">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNCloths">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNRigids">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDynamicConstraints">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeManipulators">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNParticles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeMotionTrails">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePluginShapes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI">
      <summary>
        <para>API used for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kOpenGL">
      <summary>
        <para>Renderer uses hardware OpenGL for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kDirect3D">
      <summary>
        <para>Renderer uses hardware Direct3D for rendering. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingAPI.kSoftware">
      <summary>
        <para>Renderer renders using software. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride">
      <summary>
        <para>Override status. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kNoOverride">
      <summary>
        <para>Override nothing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideAllDrawing">
      <summary>
        <para>Override all drawing. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideThenStandard">
      <summary>
        <para>Override all drawing, then follow with a standard render pass. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingOverride.kOverrideThenUI">
      <summary>
        <para>Override draw, then follow with a UI only render pass. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion">
      <summary>
        <para>Rendering exclusions when RenderingOverride is kOverrideThenStandard. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNone">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNurbsCurves">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNurbsSurfaces">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeMeshes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePlanes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeLights">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeCameras">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeJoints">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeIkHandles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDeformers">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDynamics">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeLocators">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDimensions">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeSelectHandles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePivots">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeTextures">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeGrid">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeCVs">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeHulls">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeStrokes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeSubdivSurfaces">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeFluids">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeFollicles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeHairSystems">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeImagePlane">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNCloths">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNRigids">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeDynamicConstraints">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeManipulators">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeNParticles">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeMotionTrails">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludePluginShapes">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaRender.MViewportRenderer.RenderingExclusion.kExcludeAll">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.RV_PIXEL">
      <summary>
        <para>Declaration of the pixel data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Each channel must be a floating point value in the range 0.0 to 255.0. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.getCPtr(Autodesk.Maya.OpenMayaRender.RV_PIXEL)">
      <param name="obj">RV_PIXEL</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.set_r(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.get_r()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.set_g(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.get_g()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.set_b(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.get_b()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.set_a(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_PIXEL.get_a()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_PIXEL.r">
      <summary>
        <para>red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_PIXEL.g">
      <summary>
        <para>green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_PIXEL.b">
      <summary>
        <para>blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_PIXEL.a">
      <summary>
        <para>alpha </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.RV_AOV" />
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.getCPtr(Autodesk.Maya.OpenMayaRender.RV_AOV)">
      <param name="obj">RV_AOV</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.set_numberOfChannels(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.get_numberOfChannels()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.set_name(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.SetArray(System.Single[],System.Int32)">
      <param name="INPUT">Single[]</param>
      <param name="NbElems">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.RV_AOV.GetArray(System.Single[],System.Int32)">
      <param name="OUTPUT">Single[]</param>
      <param name="NbElems">Int32</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_AOV.numberOfChannels" />
    <member name="P:Autodesk.Maya.OpenMayaRender.RV_AOV.name" />
    <member name="T:Autodesk.Maya.OpenMayaUI.libOpenMayaUINet" />
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINet.#ctor()" />
    <member name="T:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.Invoke(System.String)">
      <param name="message">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.BeginInvoke(System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate" />
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.#ctor(System.Object,System.IntPtr)">
      <param name="object">Object</param>
      <param name="method">IntPtr</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.Invoke(System.String,System.String)">
      <param name="message">String</param>
      <param name="paramName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.BeginInvoke(System.String,System.String,System.AsyncCallback,System.Object)">
      <param name="message">String</param>
      <param name="paramName">String</param>
      <param name="callback">AsyncCallback</param>
      <param name="object">Object</param>
      <returns>Returns a IAsyncResult.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.libOpenMayaUINetPINVOKE+SWIGExceptionHelper+ExceptionArgumentDelegate.EndInvoke(System.IAsyncResult)">
      <param name="result">IAsyncResult</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MCursor">
      <summary>
        <para>Manipulate Cursors. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MCursor</ref> class implements a cursor class, and is used to pass all cursor arguments to Maya API methods.</para>
        <para>The cursor image and mask are stored in xbm format to the constructor along with the cursor dimensions and the cursor hotspot. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new instance of an <ref>MCursor</ref> and initialize it with the given values.</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.#ctor(System.String)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new instance of an <ref>MCursor</ref> and initialize it with the given values.</para>
        <para />
      </remarks>
      <param name="pszResource">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.#ctor(System.Int16,System.Int16,System.Int16,System.Int16,System.Byte[],System.Byte[])">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new instance of an <ref>MCursor</ref> and initialize it with the given values.</para>
        <para />
      </remarks>
      <param name="width">the width of the cursor </param>
      <param name="height">the height of the cursor </param>
      <param name="hotSpotX">the x position of the hot spot (left is 1) </param>
      <param name="hotSpotY">the y position of the hot spot (top is 1) </param>
      <param name="bits">the cursor bitmap in xbm format </param>
      <param name="mask">the cursor mask in xbm format </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.#ctor(Autodesk.Maya.OpenMayaUI.MCursor)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Create a new instance of an <ref>MCursor</ref> and initialize it with the given values.</para>
        <para />
      </remarks>
      <param name="other">MCursor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.getCPtr(Autodesk.Maya.OpenMayaUI.MCursor)">
      <param name="obj">MCursor</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.assign(Autodesk.Maya.OpenMayaUI.MCursor)">
      <param name="arg0">MCursor</param>
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.equalEqual(Autodesk.Maya.OpenMayaUI.MCursor)">
      <param name="arg0">MCursor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.notEqual(Autodesk.Maya.OpenMayaUI.MCursor)">
      <param name="arg0">MCursor</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_defaultCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_crossHairCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_doubleCrossHairCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_editCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_pencilCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MCursor.get_handCursor()">
      <returns>Returns a MCursor.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.defaultCursor">
      <summary>
        <para>Maya default cursor, the left arrow. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.crossHairCursor">
      <summary>
        <para>'+' cursor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.doubleCrossHairCursor">
      <summary>
        <para>'+' cursor with double lines. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.editCursor">
      <summary>
        <para>Wedge-shaped arrow pointing left. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.pencilCursor">
      <summary>
        <para>Pencil shape. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MCursor.handCursor">
      <summary>
        <para>Open hand shaped cursor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDeviceChannel">
      <summary>
        <para>Input device channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Input device channel class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a new device channel with the given name, index and parent (optional).</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.#ctor(System.String,Autodesk.Maya.OpenMayaUI.MDeviceChannel,System.Int32)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a new device channel with the given name, index and parent (optional).</para>
        <para />
      </remarks>
      <param name="arg0">String</param>
      <param name="arg1">MDeviceChannel</param>
      <param name="arg2">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.#ctor(System.String,Autodesk.Maya.OpenMayaUI.MDeviceChannel)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a new device channel with the given name, index and parent (optional).</para>
        <para />
      </remarks>
      <param name="arg0">String</param>
      <param name="arg1">MDeviceChannel</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.#ctor(System.String)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates a new device channel with the given name, index and parent (optional).</para>
        <para />
      </remarks>
      <param name="arg0">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.getCPtr(Autodesk.Maya.OpenMayaUI.MDeviceChannel)">
      <param name="obj">MDeviceChannel</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.childByIndex(System.Int32)">
      <summary>
        <para>Return the specified child of this channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The child of this channel </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">Int32</param>
      <returns>Returns a MDeviceChannel.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_longName()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_axisIndex()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_hasChildren()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_parent()">
      <returns>Returns a MDeviceChannel.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceChannel.get_numChildren()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.name">
      <summary>
        <para>Return the short name of the channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The short name for this channel </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.longName">
      <summary>
        <para>Return the long name of the channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The long name for this channel </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.axisIndex">
      <summary>
        <para>Returns the device state index corresponding to this device channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The device state index for this channel </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.hasChildren">
      <summary>
        <para>Determine whether this channel has children. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> this channel has children </para>
                </item>
                <item>
                  <para>
                    <b>false</b> this channel does not have children </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.parent">
      <summary>
        <para>Return the parent of this channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The parent of this channel </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceChannel.numChildren">
      <summary>
        <para>Return the number of children of this channel. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of children of this channel </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDeviceState">
      <summary>
        <para>Input device state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MDeviceState</ref> is a generic event class for input devices. Input device classes (such as <ref>MPxMidiInputDevice</ref>) are responsible for converting specific event types to an <ref>MDeviceState</ref> which Maya understands. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.getCPtr(Autodesk.Maya.OpenMayaUI.MDeviceState)">
      <param name="obj">MDeviceState</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.devicePosition(System.UInt16)">
      <summary>
        <para>Returns the position of the device for the specified axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the device for the specified axis </para>
          </section>
        </para>
      </remarks>
      <param name="axis">The device axis to be tested</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.devicePosition(System.String)">
      <summary>
        <para>Returns the position of the device for the specified axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The position of the device for the specified axis </para>
          </section>
        </para>
      </remarks>
      <param name="axisName">String</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.setDevicePosition(System.Int32,System.UInt16)">
      <summary>
        <para>Sets the position of the device for the specified axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="position">The new position value </param>
      <param name="axis">The axis of the device to be set </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.setDevicePosition(System.Int32,System.String)">
      <summary>
        <para>Sets the position of the device for the specified axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="position">The new position value </param>
      <param name="axisName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.buttonState(System.UInt16)">
      <summary>
        <para>Returns the state of the given button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> button pressed </para>
                </item>
                <item>
                  <para>
                    <b>false</b> button released </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="button">The number of the button to be tested</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.buttonState(System.String)">
      <summary>
        <para>Returns the state of the given button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> button pressed </para>
                </item>
                <item>
                  <para>
                    <b>false</b> button released </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="buttonName">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.setButtonState(System.Boolean,System.UInt16)">
      <summary>
        <para>Set the state of the specified button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="state">The state to be set (true or false) </param>
      <param name="button">The button number </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.setButtonState(System.Boolean,System.String)">
      <summary>
        <para>Set the state of the specified button. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="state">The state to be set (true or false) </param>
      <param name="buttonName">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.get_maxAxis()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDeviceState.get_isNull()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceState.maxAxis">
      <summary>
        <para>Return the value of the axis with the largest value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is used to dejitter absolute devices.</para>
        <para>
          <section>
            <para>The value of the largest axis </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDeviceState.isNull">
      <summary>
        <para>Returns <b>true</b> if this device state is NULL;. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> The device state is NULL </para>
                </item>
                <item>
                  <para>
                    <b>false</b> The device state is not NULL </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDrawData">
      <summary>
        <para>Draw data used in the draw methods of <ref>MPxSurfaceShapeUI</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MDrawData</ref> class holds geometry specific information for user defined shapes which maya does not intrinsicly know about.</para>
        <para>This class is used in the draw methods of <ref>MPxSurfaceShapeUI</ref> For each draw request you must create and add a draw data object which will contain geometry specific information that you will need in the subsequent call to <ref>MPxSurfaceShapeUI::draw</ref>.</para>
        <para>
          <ref>MDrawData</ref> contains one void* member which is a pointer to an object that you define. This object is the geometry needed to draw your shape.</para>
        <para>To create draw data use the function <ref>MPxSurfaceShapeUI::getDrawData</ref>. This function takes two arguments, the first is a pointer to your geometry object, the second is the draw data being created. To add the data to a request use <ref>MDrawRequest::setDrawData</ref>.</para>
        <para>Draw data is also used to carry texture information to your draw method. For materials with texture you must call <ref>MMaterial::evaluateTexture</ref> from your <ref>MPxSurfaceShapeUI::getDrawRequests</ref> method. Then in your draw method use <ref>MMaterial::applyTexture</ref> to set up the viewport to draw using the textured material. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty draw data object. Use <ref>MPxSurfaceShapeUI::getDrawData</ref> to set up this object. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty draw data object. Use <ref>MPxSurfaceShapeUI::getDrawData</ref> to set up this object. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.#ctor(Autodesk.Maya.OpenMayaUI.MDrawData)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Creates an empty draw data object. Use <ref>MPxSurfaceShapeUI::getDrawData</ref> to set up this object. </para>
      </remarks>
      <param name="arg0">MDrawData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.getCPtr(Autodesk.Maya.OpenMayaUI.MDrawData)">
      <param name="obj">MDrawData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.geometry()">
      <summary>
        <para>Returns the geometry associated with this draw data object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The geometry is set using the getDrawData method of <ref>MPxSurfaceShapeUI</ref>.</para>
        <para>
          <section>
            <para>A pointer to the geometry. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Object.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawData.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawData.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDrawInfo">
      <summary>
        <para>Drawing state used in the draw methods of <ref>MPxSurfaceShapeUI</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used by the getDrawRequests method of <ref>MPxSurfaceShapeUI</ref> to specify the current object drawing state for a user defined shape.</para>
        <para>This getPrototype method is used to construct a draw request object based on the current draw state for the object.</para>
        <para>See <ref>MDrawRequest</ref> for more information. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.#ctor(Autodesk.Maya.OpenMayaUI.MDrawInfo)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDrawInfo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.getCPtr(Autodesk.Maya.OpenMayaUI.MDrawInfo)">
      <param name="obj">MDrawInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.getPrototype(Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI)">
      <summary>
        <para>This method creates a draw request based on the current draw state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The draw request is placed onto maya's drawing queue (<ref>MDrawRequestQueue</ref>) where it can be processed in turn. The drawHandler argument is the shape that will be doing the drawing which is the object calling this function.</para>
        <para>See <ref>MDrawRequest</ref> for more information.</para>
        <para>
          <section>
            <para>A draw request </para>
          </section>
        </para>
      </remarks>
      <param name="drawHandler">the ui object that is doing the drawing</param>
      <returns>Returns a MDrawRequest.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.objectDisplayStatus(Autodesk.Maya.OpenMayaUI.M3dView+DisplayObjects)">
      <summary>
        <para>Determines whether the specified objects are allowed to be displayed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> All of the objects in the <em>displayObj</em> mask can be displayed. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> One or more objects in the <em>displayObj</em> mask is excluded from display. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">DisplayObjects</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.pluginObjectDisplayStatus(System.String)">
      <param name="pluginDisplayFilter">String</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.canDrawComponent(System.Boolean,Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Convenience method to test if components specified by the given mask can be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the specified component can be drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the specified component cannot be drawn </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="isDisplayOn">component display is on </param>
      <param name="compMask">MSelectionMask</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_view()">
      <returns>Returns a M3dView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.set_multiPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_multiPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_projectionMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_inclusiveMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_displayStyle()">
      <returns>Returns a DisplayStyle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_displayStatus()">
      <returns>Returns a DisplayStatus.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_inSelect()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_inUserInteraction()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_userChangingViewContext()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_completelyInside()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawInfo.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.view">
      <summary>
        <para>Returns the view that the drawing will take place. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The view </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.multiPath">
      <summary>
        <para>Returns the path to the object to be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The path to the object to be drawn </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the path of the object to be drawn. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.projectionMatrix">
      <summary>
        <para>Returns the camera*projection matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The camera projection matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.inclusiveMatrix">
      <summary>
        <para>Returns the world space inclusive matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>World space inclusive matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.displayStyle">
      <summary>
        <para>The display appearance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The display appearance. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.displayStatus">
      <summary>
        <para>Returns the status of the object to draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Object display status </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.inSelect">
      <summary>
        <para>Returns true if this is called from within the select method of <ref>MPxSurfaceShapeUI</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> in select </para>
                </item>
                <item>
                  <para>
                    <b>false</b> in draw </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.inUserInteraction">
      <summary>
        <para>Returns true during any interactive refresh, as when user is interacting with the scene in any way including camera changes, object or component TRS changes, etc. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use userChangingViewContext for determining whether user is changing the view using view context tools such as tumble, dolly or track.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> draw is called because user is interacting with scene </para>
                </item>
                <item>
                  <para>
                    <b>false</b> draw is for another reason; user is not interacting </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.userChangingViewContext">
      <summary>
        <para>Returns true during any interactive refresh, as when user is changing the view using view context tools such as tumble, dolly or track. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Useful for changing drawing mode to something simpler to speed up interaction re-draw. Use inUserInteraction for determining whether user is interacting with the scene in any way.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> draw is called because user is changing the view using view context tools such as tumble, dolly or track </para>
                </item>
                <item>
                  <para>
                    <b>false</b> draw is for another reason </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.completelyInside">
      <summary>
        <para>Returns true if the object being drawn is inside the viewing frustum. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> object inside frustum </para>
                </item>
                <item>
                  <para>
                    <b>false</b> object not completely inside frustum </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawInfo.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDrawRequest">
      <summary>
        <para>A draw reqeust used in the draw methods of <ref>MPxSurfaceShapeUI</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class encapsulates all the information needed to fulfill a request to draw an object or part of an object. This class is used by the draw methods of <ref>MPxSurfaceShapeUI</ref> derived objects.</para>
        <para>The draw request should be created in the overridden <ref>MPxSurfaceShapeUI::getDrawRequests</ref> method. Once created the appropriate "set" methods of this class should be used to define what is being requested. Then the request should be placed on the draw reqeust queue using <ref>MDrawRequestQueue::add</ref>.</para>
        <para>When your request gets processed by maya, your overriden MPxSurfaceShape::draw method will get called with your request. Use the query methods of this class to determine what to draw.</para>
        <para>You create a draw request using the method <ref>MDrawInfo::getPrototype</ref>. A draw request automatically picks up certain information (listed below) upon its creation. So you don't have to set any of this information unless you want to change it.</para>
        <para>Information automatically set by <ref>MDrawInfo::getPrototype</ref> : <example>
** code example not available in .NET **
</example></para>
        <para>The draw token is an integer value which you can use to specify what is to be drawn. This is object specific and so you should define an enum with the information you require to decide what is being drawn in your <ref>MPxSurfaceShapeUI::draw</ref> method.</para>
        <para>Here is an example of draw token values for a polygonal mesh object as defined in an <ref>MPxSurfaceShapeUI</ref> derived class.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.#ctor(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDrawRequest</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.getCPtr(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <param name="obj">MDrawRequest</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.drawData()">
      <summary>
        <para>Returns the object specific draw data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MDrawData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.setDrawData(Autodesk.Maya.OpenMayaUI.MDrawData)">
      <summary>
        <para>Set the object specific draw data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MDrawData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.color(System.Int32)">
      <summary>
        <para>Returns the wireframe display color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color table specifies which of the 4 color planes to use. This table can be active, dormant, template, or background.</para>
        <para />
      </remarks>
      <param name="table">color table </param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.setColor(System.Int32,System.Int32)">
      <summary>
        <para>Sets the wireframe display color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The color table specifies which of the 4 color planes to use. This table can be active, dormant, template, or background.</para>
        <para />
      </remarks>
      <param name="arg0">Int32</param>
      <param name="table">color table </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.assign(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <param name="other">MDrawRequest</param>
      <returns>Returns a MDrawRequest.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_view(Autodesk.Maya.OpenMayaUI.M3dView)">
      <param name="value">M3dView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_view()">
      <returns>Returns a M3dView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_multiPath(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_multiPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_component(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_component()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_displayStatus(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <param name="value">DisplayStatus</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_displayStatus()">
      <returns>Returns a DisplayStatus.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_displayCulling(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_displayCulling()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_displayCullOpposite(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_displayCullOpposite()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_displayStyle(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle)">
      <param name="value">DisplayStyle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_displayStyle()">
      <returns>Returns a DisplayStyle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_colorProperty(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_colorProperty()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_material(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="value">MMaterial</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_material()">
      <returns>Returns a MMaterial.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_isTransparent(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_isTransparent()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_drawLast(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_drawLast()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_token(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_token()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.set_matrix(Autodesk.Maya.OpenMaya.MMatrix)">
      <param name="value">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_matrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequest.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.view">
      <summary>
        <para>Returns the view where drawing will be done. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the view where drawing will be done. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.multiPath">
      <summary>
        <para>Returns the path to the object to be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the path to the object to be drawn. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.component">
      <summary>
        <para>An optional component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If set draw the components that are specified, otherwise draw all components of this type for the object. </para>
      </remarks>
      <summary>
        <para>Set a component to be drawn. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.displayStatus">
      <summary>
        <para>Return the state of object (active, dormant, etc.). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Set the state of object (active, dormant, etc.). </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.displayCulling">
      <summary>
        <para>Returns the state of the culling flag for the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the state of the culling flag for the object. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.displayCullOpposite">
      <summary>
        <para>Returns the state of the culling flag for the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the state of the culling flag for the object. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.displayStyle">
      <summary>
        <para>Returns how the object should be drawn (wireframe, shaded, etc.). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets how the object should be drawn (wireframe, shaded, etc.). </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.colorProperty" />
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.material">
      <summary>
        <para>Returns the shaded material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Returns the shaded material. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.isTransparent">
      <summary>
        <para>Returns the transparency state of the object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Sets the transparency state of the object. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.drawLast">
      <summary>
        <para>Returns the order in which this object will be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary>
        <para>Specifies the order in which this object will be drawn. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.token">
      <summary>
        <para>Returns the user-defined draw token for this request. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The token is used to identify a particular part of an object to draw. It is also used to distinguish draw requests generated by derived UI objects from those generated by base classes. It some cases, it provides a way of indicating that a component should be displayed without creating a component <ref>MObject</ref>. </para>
      </remarks>
      <summary>
        <para>Set the user-defined draw token for this request. </para>
      </summary>
      <remarks>
        <para>The token is used to identify a particular part of an object to draw. It is also used to distinguish draw requests generated by derived UI objects from those generated by base classes. It some cases, it provides a way of indicating that a component should be displayed without creating a component <ref>MObject</ref>. </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.matrix">
      <summary>
        <para>Returns the draw matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is typically the world matrix of the object, filled in by <ref>MDrawInfo::getPrototype()</ref>. Commonly this will be equal to <ref>multiPath()</ref>.inclusiveMatrix() but in some circumstances will be a modified matrix, for example, when animation ghosts are being drawn.</para>
        <para>
          <section>
            <para>The matrix associated with this draw request. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set the draw matrix. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequest.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue">
      <summary>
        <para>Drawing queue used in <ref>MPxSurfaceShapeUI::getDrawRequests</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class defines a simple interface for a collection of <ref>MDrawRequest</ref> objects.</para>
        <para>An <ref>MDrawRequestQueue</ref> object is passed to the getDrawRequests method of a user defined shape's UI class (<ref>MPxSurfaceShapeUI</ref>). This queue keeps track of all the things that need to get draw when a refresh of the view occurs.</para>
        <para>Maya will call the getDrawRequest methods of all the visible DAG objects before a refresh happens. Then as the refresh happens, each draw request will be processed and the corresponding draw method for each DAG object will get called. For user defined shapes <ref>MPxSurfaceShapeUI::draw</ref> will get called. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.#ctor(Autodesk.Maya.OpenMayaUI.MDrawRequestQueue)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDrawRequestQueue</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.getCPtr(Autodesk.Maya.OpenMayaUI.MDrawRequestQueue)">
      <param name="obj">MDrawRequestQueue</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.add(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <summary>
        <para>Adds a draw request to the draw queue. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">MDrawRequest</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.remove()">
      <summary>
        <para>Removes a draw request from the draw queue. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The draw request that was removed </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDrawRequest.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.assign(Autodesk.Maya.OpenMayaUI.MDrawRequestQueue)">
      <param name="arg0">MDrawRequestQueue</param>
      <returns>Returns a MDrawRequestQueue.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.get_isEmpty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.isEmpty">
      <summary>
        <para>Returns true if the queu is empty. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the draw queue is empty </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the draw queue is not empty </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawRequestQueue.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MDrawTraversal">
      <summary>
        <para>A scene drawing traverser. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MDrawTraversal</ref> is a utility class for interactive drawing. The purpose of the class is to traverse through the current scene dag and provide a means of accessing a list of visible objects with respect to a given frustum specification, and application "visibility" criteria.</para>
        <para>The additional "visibility" criteria include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Visibility overrides set per object . </para>
            </item>
            <item>
              <para>Visibility overrides set per application (global display settings) . </para>
            </item>
            <item>
              <para>Visibility overrides set per display layer (global display settings).</para>
            </item>
          </list>
Note that as the traversal is not dependent on a 3d modeling viewport. There are thus no checks for per viewport visibility properties such as per viewport dag object type overrides, and "isolate select".</para>
        <para>Additionally, render layer visibility checks are not performed, as these pertain to software rendering.</para>
        <para>After traversal the list will contain leaf level nodes (shapes), which have passed the "visibility" criteria.</para>
        <para>For the actual frustum culling, there is a choice of two culling algorithms:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Perform culling tests only when leaf level dag objects (shapes) are encountered. </para>
            </item>
            <item>
              <para>Perform hierarchical culling (cull sub-trees) as they are encountered.</para>
            </item>
          </list>
Note that hierarchical culling may force evaluation of geometry on dag objects which are not visible.</para>
        <para>The default is thus to perform leaf level culling only.</para>
        <para>Frustum culling is performed against the bounding boxes of dag objects encountered.</para>
        <para>API writers can derive from this class and change the <ref>filterNode()</ref> virtual method to perform custom filtering of objects during traversal. That is they will be excluded from the output list. By default this class does no additional filtering. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets leaf level culling to be true by default, and filtering to be disabled. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Sets leaf level culling to be true by default, and filtering to be disabled. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.getCPtr(Autodesk.Maya.OpenMayaUI.MDrawTraversal)">
      <param name="obj">MDrawTraversal</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.traverse()">
      <summary>
        <para>Perform traversal of the current scene from the root of the dag hierarchy. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>A valid frustum must be set before calling this method.</para>
        <para>If the traversal was succesfull a list of traversal items will have been evaluated.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successful traversal. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.filterNode(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Method to allow filtering during traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The traversalItem can be examined, and if it is not match the desired criteria, it will not be added to the output traversal list.</para>
        <para>A return value of "false" will result in filtering out this item. A return value of "true" will result in regular filtering to occuring.</para>
        <para>API writers can derive from <ref>MDrawTraversal</ref>, and implement their own <ref>filterNode()</ref> method to perform custom filtering as desired.</para>
        <para>
          <section>
            <para>Will always return false for <ref>MDrawTraversal</ref> class. </para>
          </section>
        </para>
      </remarks>
      <param name="traversalItem">path to item to test.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.setFrustum(Autodesk.Maya.OpenMaya.MDagPath,System.UInt32,System.UInt32)">
      <summary>
        <para>Set the frustum to cull with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The frustum is based on the attributes of the camera argument provided.</para>
        <para>Note that traversal always requries that a valid frustum to be set. There is no default frustum provided.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
      <param name="cameraPath">path to a valid scene camera. </param>
      <param name="portWidth">width of the viewport to cull against. </param>
      <param name="portHeight">height of the viewport to cull against.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.setOrthoFrustum(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set up an orthographic view frustum to cull with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The frustum is symmetric about the vertical and horizontal.</para>
        <para>Note that traversal always requries that a valid frustum to be set. There is no default frustum provided.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
      <param name="left">Left side of frustum (local space). </param>
      <param name="right">Right side of frustum (local space). </param>
      <param name="bottom">Bottom of frustum (local space). </param>
      <param name="top">Top of frustum (local space). </param>
      <param name="nearpt">Front / near point of frustum (local space). </param>
      <param name="farpt">Back / far point of frustum (local space). </param>
      <param name="worldXform">transformation from local to world space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.setPerspFrustum(System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set up an perspective view frustum to cull with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The frustum is symmetric about the vertical and horizontal.</para>
        <para>Note that traversal always requries that a valid frustum to be set. There is no default frustum provided.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
      <param name="fovX">Field of view in X. </param>
      <param name="aspectXY">aspect ratio X / Y. </param>
      <param name="nearDist">distance to near plane. </param>
      <param name="farDist">distance to far plane. </param>
      <param name="worldXform">transformation from local to world space.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.setFrustum(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set the frustum to cull with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The frustum is based on the attributes of the camera argument provided.</para>
        <para>Note that traversal always requries that a valid frustum to be set. There is no default frustum provided.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
      <param name="left">Double</param>
      <param name="right">Double</param>
      <param name="bottom">Double</param>
      <param name="top">Double</param>
      <param name="nearpt">Double</param>
      <param name="farpt">Double</param>
      <param name="worldXform">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.setFrustum(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Set the frustum to cull with. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The frustum is based on the attributes of the camera argument provided.</para>
        <para>Note that traversal always requries that a valid frustum to be set. There is no default frustum provided.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
      <param name="nearBottomLeft">MPoint</param>
      <param name="nearBottomRight">MPoint</param>
      <param name="nearTopLeft">MPoint</param>
      <param name="nearTopRight">MPoint</param>
      <param name="farBottomLeft">MPoint</param>
      <param name="farBottomRight">MPoint</param>
      <param name="farTopLeft">MPoint</param>
      <param name="farTopRight">MPoint</param>
      <param name="worldXform">MMatrix</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.enableFiltering(System.Boolean)">
      <summary>
        <para>Sets whether to use enable usage of the <ref>filterNode()</ref> method to perform custom filtering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default this is set to false.</para>
        <para>Filtering must be enabled for <ref>filterNode()</ref> to be called during traversal.</para>
        <para />
      </remarks>
      <param name="val">value for enabling. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.itemPath(System.UInt32,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the path for a given item in the list of found items after traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if the given element was present in the list. </para>
          </section>
        </para>
      </remarks>
      <param name="itemNumber">which item to return. </param>
      <param name="path">path of item (returned).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.itemHasStatus(System.UInt32,System.UInt32)">
      <summary>
        <para>Test the display status for a given item in the list of found items after traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true, if item status matches the display status to test against. </para>
          </section>
        </para>
      </remarks>
      <param name="itemNumber">which item to return. </param>
      <param name="test">the display status to check the item against.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.get_frustumValid()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.set_leafLevelCulling(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.get_leafLevelCulling()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.get_filteringEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MDrawTraversal.get_numberOfItems()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawTraversal.frustumValid">
      <summary>
        <para>Returns whether the current frustum set is valid or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If it is not valid a call to the <ref>traverse()</ref> function will result in returning failure.</para>
        <para>
          <section>
            <para>true if frustum is valid. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawTraversal.leafLevelCulling">
      <summary>
        <para>Returns whether the current cull algorithm will cull at the leaf levels, or perform hierarchical culling. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default value is leaf level culling.</para>
        <para>
          <section>
            <para>true if peforming leaf level culling. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set whether to cull at the leaf levels, or perform hierarchical culling. </para>
      </summary>
      <remarks>
        <para>This value should be set before traversing using the <ref>traverse()</ref> function.</para>
        <para>If a value is not explicitly set, the default is to perform culling at the leaf levels only.</para>
        <para>
          <section>
            <para>
              <ref>MStatus::kSuccess</ref> if successfully set. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawTraversal.filteringEnabled">
      <summary>
        <para>Tells whether custom filtering has been enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>That is, to use the <ref>filterNode()</ref> method during traversal.</para>
        <para>By default this is set to false.</para>
        <para>Filtering must be enabled for <ref>filterNode()</ref> to be called during traversal.</para>
        <para>
          <section>
            <para>true if filtering is enabled. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MDrawTraversal.numberOfItems">
      <summary>
        <para>Return the number of items found after traversal. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of items. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MDrawTraversal.kActiveItem" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MDrawTraversal.kTemplateItem" />
    <member name="T:Autodesk.Maya.OpenMayaUI.MFeedbackLine">
      <summary>
        <para>Feedback line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MFeedbackLine</ref> class is used to display information back to the user. The format for the feedback line which indicates the number and type of the arguments should be set with the setFormat method. The values of the arguments should be set using the setValue method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.getCPtr(Autodesk.Maya.OpenMayaUI.MFeedbackLine)">
      <param name="obj">MFeedbackLine</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.setFormat(System.String)">
      <summary>
        <para>Set the format string for the feedback line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The format begins with a format specifier "^" followed by the format size, format decimal character ".", decimal size, and format type. For example: the format "^6.3f" which specifies that there is going to be one value given, it is a float, with 3 decimal places shown.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> insufficient memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="format">the format string for the feedback line</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.setTitle(System.String)">
      <summary>
        <para>Set the title string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> insufficient memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="title">the title string</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.setValue(System.Int16,System.Double)">
      <summary>
        <para>Set the value of a given index in the feedback line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInsufficientMemory</ref>
                    </b> insufficient memory </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index whose value should be set </param>
      <param name="value">the value of the index</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.clear()">
      <summary>
        <para>Clear whatever is showing in the feedback line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.set_showFeedback(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.get_showFeedback()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFeedbackLine.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFeedbackLine.showFeedback">
      <summary>
        <para>Return whether or not the feedback line is is supposed to be displaying data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the feedback line is displaying data </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the feedback line is not displaying data </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Set whether the feedback line is supposed to be displaying data. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFeedbackLine.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnManip3D">
      <summary>
        <para>3D manipulator function set </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MFnManip3D</ref> allows the creation and manipulation of 3D manipulators. <ref>MFnManip3D</ref> is the base class from which <ref>MFnFreePointTriadManip</ref>, <ref>MFnDirectionManip</ref>, <ref>MFnDistanceManip</ref>, <ref>MFnPointOnCurveManip</ref>, <ref>MFnPointOnSurfaceManip</ref>, <ref>MFnDiscManip</ref>, <ref>MFnCircleSweepManip</ref>, <ref>MFnToggleManip</ref>, <ref>MFnStateManip</ref>, and <ref>MFnCurveSegmentManip</ref> are derived. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.getCPtr(Autodesk.Maya.OpenMayaUI.MFnManip3D)">
      <param name="obj">MFnManip3D</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kManipulator3D</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnManip3D". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.isVisible()">
      <summary>
        <para>Returns whether or not the manipulator is visible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the manipulator is visible </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the manipulator is not visible</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.setVisible(System.Boolean)">
      <summary>
        <para>Sets whether or not the manipulator is visible. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="isVisible">whether or not the manipulator is visible</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.manipScale()">
      <summary>
        <para>Returns the manipulator scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The manipulator scale</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.setManipScale(System.Single)">
      <summary>
        <para>Sets the manipulator scale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="size">the manipulator scale</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.isOptimizePlaybackOn()">
      <summary>
        <para>Returns whether or not optimize playback is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> optimize playback is on </para>
                </item>
                <item>
                  <para>
                    <b>false</b> optimize playback is off</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.setOptimizePlayback(System.Boolean)">
      <summary>
        <para>Sets whether or not to optimize the playback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="optimizePlayback">whether or not to optimize the playback</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.deleteManipulator(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Delete a manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be used to delete manipulators that have been created using base manipulator <ref>create()</ref> methods.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manip">the manipulator to be deleted</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.rotateXYZValue(System.UInt32)">
      <summary>
        <para>Gets the rotation for the active manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Rotate value of the active manip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valIndex">rotation index of the manipulator </param>
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.set_globalSize(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.get_globalSize()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.set_handleSize(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.get_handleSize()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.set_lineSize(System.Single)">
      <param name="value">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnManip3D.get_lineSize()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnManip3D.globalSize">
      <summary>
        <para>Returns the global manipulator size. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The global manipulator size </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the global manipulator size. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnManip3D.handleSize">
      <summary>
        <para>Returns the manipulator handle size. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The manipulator handle size </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the manipulator handle size. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnManip3D.lineSize">
      <summary>
        <para>Returns the manipulator line size. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The manipulator line size </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the manipulator line size. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip">
      <summary>
        <para>CircleSweepManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The CircleSweepManip allows the user to manipulate a point constrained to move around a circle, in order to specify a sweep angle. This manipulator generates a single floating point value corresponding to the sweep angle. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip)">
      <param name="obj">MFnCircleSweepManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCircleSweepManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnCircleSweepManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.create()">
      <summary>
        <para>Creates a new CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite CircleSweepManip.</para>
        <para>The name that appears in the feedback line is "circleSweep"</para>
        <para>
          <section>
            <para>Newly created CircleSweepManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite CircleSweepManip.</para>
        <para>The name that appears in the feedback line is "circleSweep"</para>
        <para>
          <section>
            <para>Newly created CircleSweepManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="angleName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.connectToAnglePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the angle plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the anglePlug is a double. (Note that <ref>MFnUnitAttribute::kAngle</ref> is used to specify an angle attribute.)</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="anglePlug">the angle plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.setCenterPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the center point of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="centerPoint">the center point of the CircleSweepManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.setNormal(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the normal of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="normal">the normal of the CircleSweepManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.setRadius(System.Double)">
      <summary>
        <para>Sets the radius of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="radius">the radius of the CircleSweepManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.setAngle(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Sets the angle of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="angle">the angle of the CircleSweepManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.setDrawAsArc(System.Boolean)">
      <summary>
        <para>Sets whether or not to draw as arc. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not to draw as arc</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.set_startPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_startPoint()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.set_endPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_endPoint()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_centerIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_axisIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_angleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_startCircleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.get_endCircleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.startPoint">
      <summary>
        <para>Returns the start point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The start point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the start point of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.endPoint">
      <summary>
        <para>Returns the end point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The end point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the end point of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.centerIndex">
      <summary>
        <para>Returns the index for the center of the CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>The center index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.axisIndex">
      <summary>
        <para>Returns the index for the axis of CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>The axis index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.angleIndex">
      <summary>
        <para>Returns the index for the angle of CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>The angle index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.startCircleIndex">
      <summary>
        <para>Returns the index for the start of the circle of CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>The circle start index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCircleSweepManip.endCircleIndex">
      <summary>
        <para>Returns the index for the end of the circle of CircleSweepManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>The circle end index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip">
      <summary>
        <para>CurveSegmentManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The CurveSegmentManip allows the user to manipulate two points on a curve, in order to specify a curve segment. This manipulator generates two floating point values, which correspond to the parameters of the start and end of the curve segment. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip)">
      <param name="obj">MFnCurveSegmentManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kCurveSegmentManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnCurveSegmentManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.create()">
      <summary>
        <para>Creates a new CurveSegmentManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite CurveSegmentManip.</para>
        <para>The name that appears in the feedback line is "CurveSegment"</para>
        <para>
          <section>
            <para>Newly created CurveSegmentManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.create(System.String,System.String,System.String)">
      <summary>
        <para>Creates a new CurveSegmentManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite CurveSegmentManip.</para>
        <para>The name that appears in the feedback line is "CurveSegment"</para>
        <para>
          <section>
            <para>Newly created CurveSegmentManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="startParamName">String</param>
      <param name="endParamName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.connectToCurvePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the curve plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the curvePlug is <ref>MFnData::kNurbsCurve</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curvePlug">the curve plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.connectToStartParamPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the startParam plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the startParamPlug is a double.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startParamPlug">the startParam plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.connectToEndParamPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the endParam plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the endParamPlug is a double.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="endParamPlug">the endParam plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.set_startParameter(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.get_startParameter()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.set_endParameter(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.get_endParameter()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.get_curveIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.get_startParamIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.get_endParamIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.startParameter">
      <summary>
        <para>Returns the start parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>start parameter</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the start parameter. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.endParameter">
      <summary>
        <para>Returns the end parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>End parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the end parameter. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.curveIndex">
      <summary>
        <para>Returns the index of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnData::kNurbsCurve</ref>.</para>
        <para>
          <section>
            <para>Curve index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.startParamIndex">
      <summary>
        <para>Returns the index of the start parameter of the CurveSegmentManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>Start parameter index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnCurveSegmentManip.endParamIndex">
      <summary>
        <para>Returns the index of the end parameter of the CurveSegmentManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding this index is a double.</para>
        <para>
          <section>
            <para>End parameter index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnDirectionManip">
      <summary>
        <para>DirectionManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The DirectionManip allows the user to specify a direction, as defined by the vector from the start point to the manipulator position. It uses a FreePointTriadManip to specify the end point of a vector relative to a given start point. This manipulator generates a vector from the start point to the end point. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnDirectionManip)">
      <param name="obj">MFnDirectionManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDirectionManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDirectionManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.create()">
      <summary>
        <para>Creates a new DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DirectionManip.</para>
        <para>The name that appears in the feedback line is "direction"</para>
        <para>
          <section>
            <para>Newly created DirectionManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DirectionManip.</para>
        <para>The name that appears in the feedback line is "direction"</para>
        <para>
          <section>
            <para>Newly created DirectionManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="directionName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.connectToDirectionPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the direction plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the directionPlug is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="directionPlug">the direction plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.setNormalizeDirection(System.Boolean)">
      <summary>
        <para>Sets whether or not to the direction should be normalized. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the direction is normalized.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the direction should be normalized</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.setDrawStart(System.Boolean)">
      <summary>
        <para>Sets whether or not to draw the start of the DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The start of the DirectionManip is indicated by a grey dot. By default the start is not drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the start should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.setStartPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the start point of the DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="startPoint">the start point of the DirectionManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.setDirection(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the direction of the DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="direction">the direction of the DirectionManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.get_startPointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.get_endPointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.get_directionIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.startPointIndex">
      <summary>
        <para>Returns the index of the start point of the DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Start point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.endPointIndex">
      <summary>
        <para>Returns the index of the end point of the DirectionManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>End point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDirectionManip.directionIndex">
      <summary>
        <para>Returns the index of the direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Direction index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnDiscManip">
      <summary>
        <para>DiscManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The DiscManip allows the user to rotate a disc in order to specify a rotation about an axis. This manipulator generates a single floating point value corresponding to the rotation. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnDiscManip)">
      <param name="obj">MFnDiscManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDiscManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDiscManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.create()">
      <summary>
        <para>Creates a new DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DiscManip.</para>
        <para>The name that appears in the feedback line is "Disc"</para>
        <para>
          <section>
            <para>Newly created DiscManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DiscManip.</para>
        <para>The name that appears in the feedback line is "Disc"</para>
        <para>
          <section>
            <para>Newly created DiscManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="angleName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.connectToAnglePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the angle plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the anglePlug is a double. (Note that <ref>MFnUnitAttribute::kAngle</ref> is used to specify an angle attribute.)</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="anglePlug">the angle plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.setCenterPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the center point of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="centerPoint">the center point of the DiscManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.setNormal(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the normal of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="normal">the normal of the DiscManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.setRadius(System.Double)">
      <summary>
        <para>Sets the radius of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="radius">the radius of the DiscManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.setAngle(Autodesk.Maya.OpenMaya.MAngle)">
      <summary>
        <para>Sets the angle of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="angle">the angle of the DiscManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.get_centerIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.get_axisIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDiscManip.get_angleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDiscManip.centerIndex">
      <summary>
        <para>Returns the index of the center of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Center index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDiscManip.axisIndex">
      <summary>
        <para>Returns the index of the axis of the DiscManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Axis index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDiscManip.angleIndex">
      <summary>
        <para>Returns the index of the angle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>Angle index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnDistanceManip">
      <summary>
        <para>DistanceManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The DistanceManip allows the user to manipulate a point that is constrained to move along a line. This manipulator generates a single floating point value. Scaling factors can be used to determine how int the manipulator appears when it is drawn. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnDistanceManip)">
      <param name="obj">MFnDistanceManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kDistanceManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnDistanceManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.create()">
      <summary>
        <para>Creates a new DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DistanceManip.</para>
        <para>The name that appears in the feedback line is "Distance"</para>
        <para>
          <section>
            <para>Newly created DistanceManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite DistanceManip.</para>
        <para>The name that appears in the feedback line is "Distance"</para>
        <para>
          <section>
            <para>Newly created DistanceManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="distanceName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.connectToDistancePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the distance plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the distancePlug is a double. (Note that <ref>MFnUnitAttribute::kDistance</ref> is used to specify a distance attribute.)</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="distancePlug">the distance plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.setStartPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the start point of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.setDirection(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the direction of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="vector">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.setDrawStart(System.Boolean)">
      <summary>
        <para>Sets whether or not to draw the start of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The start of the DistanceManip is indicated by a grey dot. By default the start is not drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the start should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.setDrawLine(System.Boolean)">
      <summary>
        <para>Sets whether or not to draw a line from the start to the end of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the line is drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the line should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_isDrawStartOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_isDrawLineOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.set_scalingFactor(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_scalingFactor()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_distanceIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_directionIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_startPointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.get_currentPointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.isDrawStartOn">
      <summary>
        <para>Returns whether or not the start of the DistanceManip is being drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the start is not drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the start of the DistanceManip is being drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the start of the DistanceManip is not being drawn</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.isDrawLineOn">
      <summary>
        <para>Returns whether or not a line is being drawn from the start to the end of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the line is drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the line of the DistanceManip is being drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the line of the DistanceManip is not being drawn</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.scalingFactor">
      <summary>
        <para>Returns the scaling factor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The scaling factor is used to determine how int the DistanceManip appears when it is drawn.</para>
        <para>
          <section>
            <para>Scaling factor</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the scaling factor. </para>
      </summary>
      <remarks>
        <para>The scaling factor is used to determine how int the DistanceManip appears when it is drawn. The default scaling factor is 1.0.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.distanceIndex">
      <summary>
        <para>Returns the index of the distance. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>Distance index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.directionIndex">
      <summary>
        <para>Returns the index of the direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Direction index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.startPointIndex">
      <summary>
        <para>Returns the index of the start point of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Start point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnDistanceManip.currentPointIndex">
      <summary>
        <para>Returns the index of the current point of the DistanceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Current point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip">
      <summary>
        <para>FreePointTriadManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The FreePointTriadManip provides a moveable point, which can be moved anywhere, and has axes for constrained x, y, and z movement and obeys grid snapping, point snapping, and curve snapping. The FreePointTriadManip generates the 3D position of the moveable point. It is useful for specifying the position of an object in space. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip)">
      <param name="obj">MFnFreePointTriadManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kFreePointTriadManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnFreePointTriadManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.create()">
      <summary>
        <para>Creates a new FreePointTriadManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite FreePointTriadManip.</para>
        <para>The name that appears in the feedback line is "point"</para>
        <para>
          <section>
            <para>Newly created FreePointTriadManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new FreePointTriadManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite FreePointTriadManip.</para>
        <para>The name that appears in the feedback line is "point"</para>
        <para>
          <section>
            <para>Newly created FreePointTriadManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="pointName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.connectToPointPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the point plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the pointPlug is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pointPlug">the point plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setDrawAxes(System.Boolean)">
      <summary>
        <para>Sets whether or not to draw the axes of the FreePointTriadManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the axes are drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the axes should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setSnapMode(System.Boolean)">
      <summary>
        <para>Sets whether or not to the FreePointTriadManip should be in snap mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the FreePointTriadManip should be in snap mode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setKeyframeAll(System.Boolean)">
      <summary>
        <para>Sets whether or not keyframeAll is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not keyframeAll is on</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setDrawArrowHead(System.Boolean)">
      <summary>
        <para>Sets whether or not drawArrowHead is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not drawArrowHead is on</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setGlobalTriadPlane(Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip+ManipPlane)">
      <summary>
        <para>Sets which plane to use as the global triad plane. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The global triad plane does not change until the context switches.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="whichPlane">which plane to use as the global triad plane</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Set the point manipulator value to the given vector. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method can be called in the <ref>MPxManipContainer::connectToDependNode()</ref> method to set the initial position for the manipulator.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="pointValue">The new value of the point manipValue</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.setDirection(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the orientation of the FreePointTriadManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="direction">the new direction for freePointTriadManip.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.get_isDrawAxesOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.get_isSnapModeOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.get_isKeyframeAllOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.get_pointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.isDrawAxesOn">
      <summary>
        <para>Returns whether or not the axes of the FreePointTriadManip are being drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default the axes are drawn.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the axes of the FreePointTriadManip are being drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the axes of the FreePointTriadManip are not being drawn</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.isSnapModeOn">
      <summary>
        <para>Returns whether or not the FreePointTriadManip is in snap mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the FreePointTriadManip is in snap mode </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the FreePointTriadManip is not in snap mode</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.isKeyframeAllOn">
      <summary>
        <para>Returns whether or not the FreePointTriadManip is in keyframeAll mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the FreePointTriadManip is in keyframeAll mode </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the FreePointTriadManip is not in keyframeAll mode</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.pointIndex">
      <summary>
        <para>Returns the index of the point of the FreePointTriadManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane">
      <summary>
        <para>Interaction plane for the manip center. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kYZPlane">
      <summary>
        <para>Y-Z Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kXZPlane">
      <summary>
        <para>X-Z Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kXYPlane">
      <summary>
        <para>X-Y Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kViewPlane">
      <summary>
        <para>View Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane">
      <summary>
        <para>Interaction plane for the manip center. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kYZPlane">
      <summary>
        <para>Y-Z Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kXZPlane">
      <summary>
        <para>X-Z Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kXYPlane">
      <summary>
        <para>X-Y Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnFreePointTriadManip.ManipPlane.kViewPlane">
      <summary>
        <para>View Plane. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip">
      <summary>
        <para>PointOnCurveManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The PointOnCurveManip allows the user to manipulate a point constrained to move along a curve, in order to specify the "u" curve parameter value. This manipulator generates a single floating point value corresponding to the curve parameter. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip)">
      <param name="obj">MFnPointOnCurveManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPointOnCurveManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPointOnCurveManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.create()">
      <summary>
        <para>Creates a new PointOnCurveManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite PointOnCurveManip.</para>
        <para>The name that appears in the feedback line is "param"</para>
        <para>
          <section>
            <para>Newly created PointOnCurveManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new PointOnCurveManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite PointOnCurveManip.</para>
        <para>The name that appears in the feedback line is "param"</para>
        <para>
          <section>
            <para>Newly created PointOnCurveManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="paramName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.connectToCurvePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the curve plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the curvePlug is <ref>MFnData::kNurbsCurve</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="curvePlug">the curve plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.connectToParamPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the param plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the paramPlug is a double.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramPlug">the param plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.setDrawCurve(System.Boolean)">
      <summary>
        <para>Sets whether or not the curve is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the curve should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.get_isDrawCurveOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.set_parameter(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.get_parameter()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.get_curvePoint()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.get_curveIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.get_paramIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.isDrawCurveOn">
      <summary>
        <para>Returns whether or not the curve is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the curve is being drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the curve is not being drawn</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.parameter">
      <summary>
        <para>Returns the parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Parameter</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the parameter. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.curvePoint">
      <summary>
        <para>Returns the curve point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The curve point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.curveIndex">
      <summary>
        <para>Returns the index of the curve. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnData::kNurbsCurve</ref>.</para>
        <para>
          <section>
            <para>Curve index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnCurveManip.paramIndex">
      <summary>
        <para>Returns the index of the parameter of the PointOnCurveManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>Parameter index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip">
      <summary>
        <para>PointOnSurfaceManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The PointOnSurfaceManip allows the user to manipulate a point constrained to move along a surface, in order to specify the (u, v) surface parameter values. This manipulator generates two floating point values corresponding to the surface (u, v) parameters. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip)">
      <param name="obj">MFnPointOnSurfaceManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kPointOnSurfaceManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnPointOnSurfaceManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.create()">
      <summary>
        <para>Creates a new PointOnSurfaceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite PointOnSurfaceManip.</para>
        <para>The name that appears in the feedback line is "param"</para>
        <para>
          <section>
            <para>Newly created PointOnSurfaceManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new PointOnSurfaceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite PointOnSurfaceManip.</para>
        <para>The name that appears in the feedback line is "param"</para>
        <para>
          <section>
            <para>Newly created PointOnSurfaceManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="paramName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.connectToSurfacePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the surface plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the surfacePlug is <ref>MFnData::kNurbsSurface</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="surfacePlug">the surface plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.connectToParamPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the param plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the paramPlug is <ref>MFnNumericData::k2Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="paramPlug">the param plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.setDrawSurface(System.Boolean)">
      <summary>
        <para>Sets whether or not the surface is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the surface should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.setDrawArrows(System.Boolean)">
      <summary>
        <para>Sets whether or not the arrows should be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="state">whether or not the arrows should be drawn</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.setParameters(System.Double,System.Double)">
      <summary>
        <para>Sets the u and v parameters. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="u">u parameter </param>
      <param name="v">v parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.getParameters(System.Double&amp;,System.Double&amp;)">
      <summary>
        <para>Returns the parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="u">u parameter </param>
      <param name="v">v parameter</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.get_isDrawSurfaceOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.get_surfaceIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.get_paramIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.isDrawSurfaceOn">
      <summary>
        <para>Returns whether or not the surface is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the surface is being drawn </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the surface is not being drawn</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.surfaceIndex">
      <summary>
        <para>Returns the index of the surface. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnData::kNurbsSurface</ref>.</para>
        <para>
          <section>
            <para>Surface index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnPointOnSurfaceManip.paramIndex">
      <summary>
        <para>Returns the index of the parameter of the PointOnSurfaceManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k2Double</ref>.</para>
        <para>
          <section>
            <para>Parameter index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnRotateManip">
      <summary>
        <para>RotateManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to the built-in Maya rotate manipulator. The manipulator consists of three constrained-axis rotation rings, a view rotation ring, as well as an invisible trackball that allows the user to rotate in arbitrary directions on the sphere.</para>
        <para>The manipulator provides data to the plugin through the rotation manipVal. The rotation value is a vector consisting of x, y, and z rotations. Rotations are measured from the initial rotation (usually &lt;0,0,0&gt;) of the manipulator.</para>
        <para>The manipulator can be configured either to display with an object (which must be a DAG node) or to display at an arbitrary point using the rotationCenter manipVal. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnRotateManip)">
      <param name="obj">MFnRotateManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kRotateManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnRotateManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.create()">
      <summary>
        <para>Creates a new RotateManip, and attaches this function set to the new manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used to create a non-composite manipulator, meaning that the manipulator is standalone and not part of a container.</para>
        <para>When the manipulator is being used, the feedback line will display a string including "Rotation", indicating that this manipulator is in use.</para>
        <para>
          <section>
            <para>An object corresponding to the new manipulator</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new RotateManip, and attaches this function set to the new manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used to create a non-composite manipulator, meaning that the manipulator is standalone and not part of a container.</para>
        <para>When the manipulator is being used, the feedback line will display a string including "Rotation", indicating that this manipulator is in use.</para>
        <para>
          <section>
            <para>An object corresponding to the new manipulator</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="rotationName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.connectToRotationPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Create a 1-1 connection from the rotation manipVal to the rotationPlug parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any changes to the rotation manipVal will be immediately reflected in the connected plug. Connecting to the "rotation" plug on a transform node will produce similar behavior to the built-in rotate manipulator.</para>
        <para>The plug must have a data type of <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully connected the plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not connect to the plug or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotationPlug">The plug to connect the rotation value to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.connectToRotationCenterPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Create a 1-1 association of the rotation center on the manipulator and the rotationCenterPlug parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When both the rotation center is attached to a plug and the <ref>displayWithNode()</ref> method has been called, the manipulator will display with the node regardless of the connection made to the rotation center.</para>
        <para>The plug must have a data type of <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully connected the plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not connect to the plug or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotationCenterPlug">The plug to connect the rotation center to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.setInitialRotation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <summary>
        <para>Sets the initial rotation for the rotate manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Setting the initial rotation will prevent the manipulator from jumping back to the default rotation when there is already an existing rotation on the target plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the initial rotation </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not set the rotation or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotation">The initial rotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.displayWithNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Configures the manipulator to display with the node, causing the position of the manipulator to follow the position of the node whenever the node is moved. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The node must be a DAG object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully configured display with the node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid node parameter </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not display with the node or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">The node the manipulator should display with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.setRotateMode(Autodesk.Maya.OpenMayaUI.MFnRotateManip+RotateMode)">
      <summary>
        <para>Sets the mode for the rotation manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The manipulator mode controls the appearance of the manipulator when is it used.</para>
        <para>
          <b>Modes</b>
        </para>
        <para>The following modes are supported for the rotation manipulator:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kObjectSpace</ref>
                </b> In object space mode, the manipulator is displayed as three perpendicular manipulator discs, as well as a view disc enclosing the manipulator. The manipulator will rotate whenever the manip value is changed. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kWorldSpace</ref>
                </b> This mode forces the manipulator to display in the default orientation regardless of the manipulator value. The manipulator is displayed the same as in object space mode, except it does not rotate when the manip value is changed. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kGimbal</ref>
                </b> In gimbal mode, only the constrained axis rotation discs are allowed to be manipulated. Gimbal mode treats the X,Y, and Z axis rotations as a sequence of operations on the default manipulator display. First, the X rotation is applied. Then, the Y rotation is applied, causing the X rotation disc to become transformed. Finally, the Z rotation is applied, transforming both the X and Y rotation discs. The Z rotation disc remains fixed during the operation. No view disc can be manipulated in gimbal mode.</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the manipulator mode </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid mode parameter </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mode">The new manipulator mode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.setSnapMode(System.Boolean)">
      <summary>
        <para>Sets the snap mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The snap modes can be either on (true) or off (false). When snap mode is on, rotation manip values will snap to the values within some increment apart.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the snap mode </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="snapEnabled">The new snap mode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.setRotationCenter(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Sets the position of the rotation center for the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The value set by this method is ignored if a plug has been connected to the rotationCenterPlug. This value is only relevant when there is no plug connection to rotationCenterPlug nor node associated with the manip (see connectToRotationCenterPlug and displayWithNode, respectively).</para>
        <para>Note that the rotation center is only used for positioning the display of the manipulator, and has no effect on the rotation values generated by the manipulator.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the rotation center. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The object attached to this function set is invalid. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="rotationCenter">The world space position of the rotation center.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.set_rotateMode(Autodesk.Maya.OpenMayaUI.MFnRotateManip+RotateMode)">
      <param name="value">RotateMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.get_rotateMode()">
      <returns>Returns a RotateMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.get_isSnapModeOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.set_snapIncrement(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.get_snapIncrement()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.get_rotationIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnRotateManip.get_rotationCenterIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnRotateManip.rotateMode">
      <summary>
        <para>Returns the current rotation mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current rotation mode </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the mode for the rotation manipulator. </para>
      </summary>
      <remarks>
        <para>The manipulator mode controls the appearance of the manipulator when is it used.</para>
        <para>
          <b>Modes</b>
        </para>
        <para>The following modes are supported for the rotation manipulator:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kObjectSpace</ref>
                </b> In object space mode, the manipulator is displayed as three perpendicular manipulator discs, as well as a view disc enclosing the manipulator. The manipulator will rotate whenever the manip value is changed. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kWorldSpace</ref>
                </b> This mode forces the manipulator to display in the default orientation regardless of the manipulator value. The manipulator is displayed the same as in object space mode, except it does not rotate when the manip value is changed. </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MFnRotateManip::kGimbal</ref>
                </b> In gimbal mode, only the constrained axis rotation discs are allowed to be manipulated. Gimbal mode treats the X,Y, and Z axis rotations as a sequence of operations on the default manipulator display. First, the X rotation is applied. Then, the Y rotation is applied, causing the X rotation disc to become transformed. Finally, the Z rotation is applied, transforming both the X and Y rotation discs. The Z rotation disc remains fixed during the operation. No view disc can be manipulated in gimbal mode.</para>
            </item>
          </list>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the manipulator mode </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid mode parameter </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnRotateManip.isSnapModeOn">
      <summary>
        <para>Returns true when snap mode is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Snap mode </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnRotateManip.snapIncrement">
      <summary>
        <para>Returns the snapping increment in degrees. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Snapping increment (degrees) </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the snap increment. </para>
      </summary>
      <remarks>
        <para>The snap increment is specified in degrees. Manipulator values will snap to the next rotation at an angle of snapInc from the original rotation. Note that snap rotate does not apply to the trackball rotations (when dragging between the rotate discs).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the snap increment </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnRotateManip.rotationIndex">
      <summary>
        <para>Returns the index of the rotation manipVal for the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When plugToManip conversion functions are used to produce the rotation manipVal, the manipulator data must be of the type <ref>MFnNumericData::k3Double</ref>, with X,Y, and Z rotations given in radians. This is easily accomplished by using the <ref>MEulerRotation</ref> class to manage the rotations.</para>
        <para>
          <section>
            <para>Rotation index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully retrieved the index </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failed to retrieve the index or the object attached to this function set is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnRotateManip.rotationCenterIndex">
      <summary>
        <para>Returns the index of the rotation center for the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the rotation center is only used for positioning the display of the manipulator, and has no effect on the rotation values generated by the manipulator.</para>
        <para>
          <section>
            <para>Rotation center index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully retrieved the index </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failed to retrieve the index or the object attached to this function set is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode">
      <summary>
        <para>Manipulator rotation modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kObjectSpace">
      <summary>
        <para>Object Space (default) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kWorldSpace">
      <summary>
        <para>World Space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kGimbal">
      <summary>
        <para>Gimbal. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode">
      <summary>
        <para>Manipulator rotation modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kObjectSpace">
      <summary>
        <para>Object Space (default) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kWorldSpace">
      <summary>
        <para>World Space. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnRotateManip.RotateMode.kGimbal">
      <summary>
        <para>Gimbal. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnScaleManip">
      <summary>
        <para>ScaleManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to the built-in Maya scale manipulator. The manipulator consists of three constrained-axis scale handles for non-proportional scaling, and a central handle for proportional scaling.</para>
        <para>The manipulator provides data to the plugin through the scale manipVal. The scale value is a vector consisting of X, Y, and Z scale values. Each scale value represents a factor controlling how much an object should be extended along that dimension. The scale values are absolute and the initial scale value has a default of &lt;1.0,1.0,1.0&gt;.</para>
        <para>The manipulator can be configured either to display with an object (which must be a DAG node) or to display at an arbitrary point using the scaleCenter manipVal. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnScaleManip)">
      <param name="obj">MFnScaleManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kScaleManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnScaleManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.create()">
      <summary>
        <para>Creates a new ScaleManip, and attaches this function set to the new manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used to create a non-composite manipulator, meaning that the manipulator is standalone and not part of a container.</para>
        <para>When the manipulator is being used, the feedback line will display a string including "Scale", indicating that this manipulator is in use.</para>
        <para>
          <section>
            <para>An object corresponding to the new manipulator</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new ScaleManip, and attaches this function set to the new manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should only be used to create a non-composite manipulator, meaning that the manipulator is standalone and not part of a container.</para>
        <para>When the manipulator is being used, the feedback line will display a string including "Scale", indicating that this manipulator is in use.</para>
        <para>
          <section>
            <para>An object corresponding to the new manipulator</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="scaleName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.connectToScalePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Create a 1-1 connection from the scale manipVal to the scalePlug parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any changes to the scale manipVal will be immediately reflected in the connected plug. Connecting to the "scale" plug on a transform node will produce similar behavior to the built-in scale manipulator.</para>
        <para>The plug must have a data type of <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully connected the plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not connect to the plug or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scalePlug">The plug to connect the scale value to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.connectToScaleCenterPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Create a 1-1 association of the scale center on the manipulator and the scaleCenterPlug parameter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When both the scale center is attached to a plug and the <ref>displayWithNode()</ref> method has been called, the manipulator will display with the node regardless of the connection made to the scale center.</para>
        <para>The plug must have a data type of <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully connected the plug </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not connect to the plug or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scaleCenterPlug">The plug to connect the scale center to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.setInitialScale(Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Sets the initial scale for the scale manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Setting the initial scale will prevent the manipulator from jumping back to the default scale when there is already an existing scale on the target plug.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the initial scale </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not set the scale or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="scale">The initial scale</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.displayWithNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Configures the manipulator to display with the node, causing the position of the manipulator to follow the position of the node whenever the node is moved. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The node must be a DAG object.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully configured display with the node </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Invalid node parameter </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Could not display with the node or an invalid object is attached to the function set </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="node">The node the manipulator should display with</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.setSnapMode(System.Boolean)">
      <summary>
        <para>Sets the snap mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The snap modes can be either on (true) or off (false). When snap mode is on, scale values will snap to scale value within some interval apart. The interval is set using <ref>setSnapIncrement()</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the snap mode </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="snapEnabled">The new snap mode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.setOrientationMode(Autodesk.Maya.OpenMayaUI.MFnScaleManip+ScaleOrientationMode)">
      <summary>
        <para>Sets the orientation mode of the <ref>MFnScaleManip</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the manipulator's orientationMode is set to kArbitraryOrientation the manipulator will be oriented according to the value set by <ref>setOrientation()</ref>. When the orientationMode is set to kDefaultOrientation the manipulator will be aligned with the world-space axes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the function set doesn't have a valid scale manip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mode">the new orientation mode of the MFnScaleManip.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_isSnapModeOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.set_snapIncrement(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_snapIncrement()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.set_orientation(Autodesk.Maya.OpenMaya.MEulerRotation)">
      <param name="value">MEulerRotation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_orientation()">
      <returns>Returns a MEulerRotation.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.set_orientationMode(Autodesk.Maya.OpenMayaUI.MFnScaleManip+ScaleOrientationMode)">
      <param name="value">ScaleOrientationMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_orientationMode()">
      <returns>Returns a ScaleOrientationMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_scaleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnScaleManip.get_scaleCenterIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.isSnapModeOn">
      <summary>
        <para>Returns true when snap mode is on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Snap mode </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.snapIncrement">
      <summary>
        <para>Returns the snapping increment in working units. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Snapping increment </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the snap increment. </para>
      </summary>
      <remarks>
        <para>The snap increment is specified in the working unit, and is the distance between snap points when dragging the scale handles.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully set the snap increment </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> The function set is attached to an invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.orientation">
      <summary>
        <para>Returns the orientation used by the manip when its orientationMode is set to kArbitraryOrientation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Current orientation direction of the manip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the function set doesn't have a valid scale manip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the arbitrary orientation of the <ref>MFnScaleManip</ref>. </para>
      </summary>
      <remarks>
        <para>This only has any effect when the orientation mode is set to kArbitraryOrientation</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the function set doesn't have a valid scale manip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.orientationMode">
      <summary>
        <para>Gets the orientation mode of the <ref>MFnScaleManip</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>current orientation mode of the manip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the function set doesn't have a valid scale manip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the orientation mode of the <ref>MFnScaleManip</ref>. </para>
      </summary>
      <remarks>
        <para>When the manipulator's orientationMode is set to kArbitraryOrientation the manipulator will be oriented according to the value set by <ref>setOrientation()</ref>. When the orientationMode is set to kDefaultOrientation the manipulator will be aligned with the world-space axes.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> the function set doesn't have a valid scale manip object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.scaleIndex">
      <summary>
        <para>Returns the index of the scale manipVal for this manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Scale index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully retrieved the index </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failed to retrieve the index or the object attached to this function set is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnScaleManip.scaleCenterIndex">
      <summary>
        <para>Returns the index of the scale center manipVal for this manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the scale center is only used for display of the manipulator and has no effect on scale values produced by the manipulator.</para>
        <para>
          <section>
            <para>Scale center index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully retrieved the index </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Failed to retrieve the index or the object attached to this function set is invalid </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode.kDefaultOrientation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode.kArbitraryOrientation">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode.kDefaultOrientation">
      <summary />
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MFnScaleManip.ScaleOrientationMode.kArbitraryOrientation">
      <summary />
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnStateManip">
      <summary>
        <para>StateManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The StateManip allows the user to switch between multiple states. It is drawn as a circle with a notch. Each click on the circle increments the value of the state (modulo the maximum number of states). This manipulator generates an integer value corresponding to the state of the manip. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnStateManip)">
      <param name="obj">MFnStateManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kStateManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnStateManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.create()">
      <summary>
        <para>Creates a new StateManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite StateManip.</para>
        <para>The name that appears in the feedback line is "state"</para>
        <para>
          <section>
            <para>Newly created StateManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new StateManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite StateManip.</para>
        <para>The name that appears in the feedback line is "state"</para>
        <para>
          <section>
            <para>Newly created StateManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="stateName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.connectToStatePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the state plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the statePlug is a int integer.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="statePlug">the state plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.setInitialState(System.UInt32)">
      <summary>
        <para>Sets the initial state of the StateManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="initialState">initial state of the StateManip</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.set_maxStates(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.get_maxStates()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.get_state()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.get_positionIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnStateManip.get_stateIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnStateManip.maxStates">
      <summary>
        <para>Returns the number of maximum states. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Maximum states</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the maximum number of states that the StateManip will have. </para>
      </summary>
      <remarks>
        <para>The default number of maximum states is 4.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnStateManip.state">
      <summary>
        <para>Returns the current state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Current states</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnStateManip.positionIndex">
      <summary>
        <para>Returns the index of the position of the StateManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Position index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnStateManip.stateIndex">
      <summary>
        <para>Returns the index of the state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a int integer.</para>
        <para>
          <section>
            <para>State index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MFnToggleManip">
      <summary>
        <para>ToggleManip function set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The ToggleManip allows the user to switch between two modes or some on/off state. It is drawn as a circle with or without a dot. When the mode is on, the dot is drawn in the circle; when the mode is off, the circle is drawn without the dot. This manipulator generates a boolean value corresponding to whether or not the mode is on or off. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.#ctor()">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Default constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.getCPtr(Autodesk.Maya.OpenMayaUI.MFnToggleManip)">
      <param name="obj">MFnToggleManip</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.type()">
      <summary>
        <para>Function set type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class type : <ref>MFn::kToggleManip</ref>. </para>
      </remarks>
      <returns>Returns a Type.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.className()">
      <summary>
        <para>Class name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Return the class name : "MFnToggleManip". </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.create()">
      <summary>
        <para>Creates a new ToggleManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite ToggleManip.</para>
        <para>The name that appears in the feedback line is "toggle"</para>
        <para>
          <section>
            <para>Newly created ToggleManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.create(System.String,System.String)">
      <summary>
        <para>Creates a new ToggleManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This function set's object is set to be the new manipulator.</para>
        <para>This method should only be used to create a non-composite ToggleManip.</para>
        <para>The name that appears in the feedback line is "toggle"</para>
        <para>
          <section>
            <para>Newly created ToggleManip</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">String</param>
      <param name="toggleName">String</param>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.connectToTogglePlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>Connect to the toggle plug. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to the togglePlug is a boolean value.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="togglePlug">the toggle plug</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.set_startPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <param name="value">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_startPoint()">
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.set_direction(Autodesk.Maya.OpenMaya.MVector)">
      <param name="value">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_direction()">
      <returns>Returns a MVector.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.set_length(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_length()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.set_toggle(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_toggle()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_startPointIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_directionIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_lengthIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MFnToggleManip.get_toggleIndex()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.startPoint">
      <summary>
        <para>Returns the start point. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The start point</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the start point of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.direction">
      <summary>
        <para>Returns the direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The direction</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the direction of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.length">
      <summary>
        <para>Returns the length. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Length</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the length of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.toggle">
      <summary>
        <para>Returns the toggle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Toggle</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the toggle of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.startPointIndex">
      <summary>
        <para>Returns the index of the start point of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Start point index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.directionIndex">
      <summary>
        <para>Returns the index of the direction. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is <ref>MFnNumericData::k3Double</ref>.</para>
        <para>
          <section>
            <para>Direction index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.lengthIndex">
      <summary>
        <para>Returns the index of the length of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a double.</para>
        <para>
          <section>
            <para>Length index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MFnToggleManip.toggleIndex">
      <summary>
        <para>Returns the index of the toggle of the ToggleManip. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The data type corresponding to this index is a boolean.</para>
        <para>
          <section>
            <para>Toggle index</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator">
      <summary>
        <para>Hardware shader swatch generator utility class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Derived from the <ref>MSwatchRenderBase</ref> class as a utility for generating a swatch for a plugin hardware shader class. This class supports hardware shaders derived from both <ref>MPxHardwareShader</ref> and the older <ref>MPxHwShaderNode</ref> base classes. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes base class</para>
        <para />
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.Int32)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Initializes base class</para>
        <para />
      </remarks>
      <param name="obj">The node object for which the swatch needs to be generated. </param>
      <param name="renderObj">The node used to actually compute the swatch. In most situations, this can be the same as obj. This parameter can be used to request the computation of the swatch on another node, and display the swatch on the obj node. </param>
      <param name="res">The expected resolution of the swatch image. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.getCPtr(Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator)">
      <param name="obj">MHWShaderSwatchGenerator</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.createObj(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.Int32)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Saves the Node object and image resolution as data members for future use.</para>
        <para />
      </remarks>
      <param name="obj">The node object for which the swatch needs to be generated. </param>
      <param name="renderObj">The node used to actually compute the swatch. In most situations, this can be the same as obj. This parameter can be used to request the computation of the swatch on another node, and display the swatch on the obj node. </param>
      <param name="res">Int32</param>
      <returns>Returns a MSwatchRenderBase.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.getSwatchBackgroundColor(System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>This method returns the default background color for the hardware rendered swatch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="r">Storage variable for red component. </param>
      <param name="g">Storage variable for green component. </param>
      <param name="b">Storage variable for blue component. </param>
      <param name="a">Storage variable for alpha component. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.doIteration()">
      <summary>
        <para>This method will be called from the <ref>MSwatchRenderRegister</ref> for generating a swatch image. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This doIteration function is called repeatedly (during idle events) till it returns true. </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.get_initialize()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MHWShaderSwatchGenerator.initialize">
      <summary>
        <para>This method sets a swatch name, and registers a new swatch generator creation function for the swatch name. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The string returned from this method can be used for node classification purpose. </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MManipData">
      <summary>
        <para>Manipulator Data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class encapulates manipulator data which is returned from the manipulator conversion functions. <ref>MManipData</ref> is used to represent data that is either simple or complex. Simple data is used to represent bool, short, int, unsigned int, float, and double types. Complex data is used to represent MObjects created by <ref>MFnData</ref>, or classes derived from <ref>MFnData</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor()">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(Autodesk.Maya.OpenMayaUI.MManipData)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MManipData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.Boolean)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.Int16)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Int16</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.Int32)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.UInt32)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.Single)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Single</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(System.Double)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>The default class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.getCPtr(Autodesk.Maya.OpenMayaUI.MManipData)">
      <param name="obj">MManipData</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(Autodesk.Maya.OpenMayaUI.MManipData)">
      <param name="arg0">MManipData</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.Boolean)">
      <param name="arg0">Boolean</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.Int16)">
      <param name="arg0">Int16</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.Int32)">
      <param name="arg0">Int32</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.UInt32)">
      <param name="arg0">UInt32</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.Single)">
      <param name="arg0">Single</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(System.Double)">
      <param name="arg0">Double</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.assign(Autodesk.Maya.OpenMaya.MObject)">
      <param name="arg0">MObject</param>
      <returns>Returns a MManipData.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_isSimple()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asBool()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asShort()">
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asLong()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asUnsigned()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asFloat()">
      <returns>Returns a Single.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asDouble()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_asMObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MManipData.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.isSimple">
      <summary>
        <para>Returns whether or not the manipulator data is simple or complex. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Simple data is used to represent bool, short, int, unsigned int, float, and double types. Complex data is used to represent MObjects created by <ref>MFnData</ref>, or classes derived from <ref>MFnData</ref>.</para>
        <para>
          <section>
            <para>Whether or not the manipulator data is simple or complex </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asBool">
      <summary>
        <para>Returns the manipulator data as a bool. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as a bool </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asShort">
      <summary>
        <para>Returns the manipulator data as a short. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as a short </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asLong">
      <summary>
        <para>Returns the manipulator data as a int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as a int </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asUnsigned">
      <summary>
        <para>Returns the manipulator data as an unsigned int. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as an unsigned int </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asFloat">
      <summary>
        <para>Returns the manipulator data as a float. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as a float </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asDouble">
      <summary>
        <para>Returns the manipulator data as a double. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The data as a double </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.asMObject">
      <summary>
        <para>Returns the manipulator data as an <ref>MObject</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The MObjects returned from this method are created and used by <ref>MFnData</ref> or classes derived from <ref>MFnData</ref>.</para>
        <para>
          <section>
            <para>The data as an <ref>MObject</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MManipData.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MMaterial">
      <summary>
        <para>Hardware shading material class used in <ref>MPxSurfaceShapeUI</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used in the draw functions of user defined shapes (see <ref>MPxSurfaceShapeUI</ref>) for setting up and querying materials used in shaded mode drawing. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.#ctor(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MMaterial</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getCPtr(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <param name="obj">MMaterial</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateMaterial(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Evaluate a material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Must be called before evaluating or getting any material properties.</para>
      </remarks>
      <param name="arg0">M3dView</param>
      <param name="arg1">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateShininess()">
      <summary>
        <para>Perform necessary evaluation to be able to get shininess back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateDiffuse()">
      <summary>
        <para>Perform necessary evaluation to be able to get diffuse back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateEmission()">
      <summary>
        <para>Perform necessary evaluation to be able to get emission back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateSpecular()">
      <summary>
        <para>Perform necessary evaluation to be able to get emission back. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateTexture(Autodesk.Maya.OpenMayaUI.MDrawData)">
      <summary>
        <para>Evaluate texturing related information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Must be called before getting any texture properties such as <ref>getHasTransparency()</ref>, <ref>getTextureTransformation()</ref> and <ref>applyTexture()</ref>.</para>
        <para>This method should be called from <ref>MPxSurfaceShapeUI::getDrawRequests</ref>. The draw data argument is the <ref>MDrawData</ref> for the request that will carry the texture information to the <ref>MPxSurfaceShapeUI::draw</ref> method.</para>
      </remarks>
      <param name="data">draw request data to carry the texture information</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.setMaterial(Autodesk.Maya.OpenMaya.MDagPath,System.Boolean)">
      <summary>
        <para>Set the current GL material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <param name="hasTransparency">whether the material has transparency</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getShininess(System.Single&amp;)">
      <summary>
        <para>Get the GL shininess. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getDiffuse(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get the GL diffuse color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getEmission(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get the GL emission color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getSpecular(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Get the GL specular color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getHasTransparency(System.Boolean&amp;)">
      <summary>
        <para>Determine if material or texture has transparency. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">Boolean&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getTextureTransformation(Autodesk.Maya.OpenMayaUI.MDrawData,Autodesk.Maya.OpenMaya.MMatrix)">
      <summary>
        <para>Get the current textures transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="data">the draw data from the draw request </param>
      <param name="texXform">storage for the texture transformation</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getTextureTransformation(Autodesk.Maya.OpenMayaUI.MDrawData,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the current textures transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="data">the draw data from the draw request </param>
      <param name="rotateUV">Single&amp;</param>
      <param name="scaleU">Single&amp;</param>
      <param name="scaleV">Single&amp;</param>
      <param name="translateU">Single&amp;</param>
      <param name="translateV">Single&amp;</param>
      <param name="rotateFrame">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.applyTexture(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMayaUI.MDrawData)">
      <summary>
        <para>For materials that have texture, this method must be used before the OpenGL drawing to apply the texture to the current view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be called from within your <ref>MPxSurfaceShapeUI::draw</ref> method.</para>
        <para />
      </remarks>
      <param name="arg0">M3dView</param>
      <param name="arg1">MDrawData</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.textureImage(Autodesk.Maya.OpenMaya.MImage,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMayaUI.MMaterial+MtextureChannel,System.Boolean&amp;,Autodesk.Maya.OpenMaya.MDagPath,System.Int32,System.Int32)">
      <summary>
        <para>For materials that have texture, this method will attempt to retrieve the pixel map for a given mapped channel of that material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the channel is not mapped than a status of failure will be returned.</para>
        <para>The material types that can be queried include:<list type="bullet"><item><para>Lambert</para></item><item><para>Phong</para></item><item><para>PhongE</para></item><item><para>Anisotropic</para></item><item><para>Blinn</para></item></list></para>
        <para>Currently only channels mapped to single file textures is supported.</para>
      </remarks>
      <param name="image">The image retrieved. If no image could be retrieve, the value will not change. </param>
      <param name="color">Either the mapped or unmapped color. If the channel is mapped then an RGBA value of (1,1,1,1) will be returned, otherwise the unmapped channel's current color value will be returned. </param>
      <param name="chan">Texture channel to check. </param>
      <param name="mapped">Whether the channel is mapped or not (true or false) </param>
      <param name="dagPath">Optional dag path to object. An object path is required to produce texture maps from non-2D procedural textures. </param>
      <param name="xRes">Optional width of image to create. The minimal allowed value is 2. This parameter only applies to procedural textures. The dimension in X will be 128 by default, if a value less than 2 is specified. </param>
      <param name="yRes">Optional height of image to create. The minimal allowed value is 2. This parameter only applies to procedural textures. The dimension in Y will be 128 by default, if a value less than 2 is specified.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.textureImage(Autodesk.Maya.OpenMaya.MImage,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMayaUI.MMaterial+MtextureChannel,System.Boolean&amp;,Autodesk.Maya.OpenMaya.MDagPath,System.Int32)">
      <summary>
        <para>For materials that have texture, this method will attempt to retrieve the pixel map for a given mapped channel of that material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the channel is not mapped than a status of failure will be returned.</para>
        <para>The material types that can be queried include:<list type="bullet"><item><para>Lambert</para></item><item><para>Phong</para></item><item><para>PhongE</para></item><item><para>Anisotropic</para></item><item><para>Blinn</para></item></list></para>
        <para>Currently only channels mapped to single file textures is supported.</para>
      </remarks>
      <param name="image">The image retrieved. If no image could be retrieve, the value will not change. </param>
      <param name="color">Either the mapped or unmapped color. If the channel is mapped then an RGBA value of (1,1,1,1) will be returned, otherwise the unmapped channel's current color value will be returned. </param>
      <param name="chan">Texture channel to check. </param>
      <param name="mapped">Whether the channel is mapped or not (true or false) </param>
      <param name="dagPath">Optional dag path to object. An object path is required to produce texture maps from non-2D procedural textures. </param>
      <param name="xRes">Optional width of image to create. The minimal allowed value is 2. This parameter only applies to procedural textures. The dimension in X will be 128 by default, if a value less than 2 is specified. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.textureImage(Autodesk.Maya.OpenMaya.MImage,Autodesk.Maya.OpenMaya.MColor,Autodesk.Maya.OpenMayaUI.MMaterial+MtextureChannel,System.Boolean&amp;,Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>For materials that have texture, this method will attempt to retrieve the pixel map for a given mapped channel of that material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the channel is not mapped than a status of failure will be returned.</para>
        <para>The material types that can be queried include:<list type="bullet"><item><para>Lambert</para></item><item><para>Phong</para></item><item><para>PhongE</para></item><item><para>Anisotropic</para></item><item><para>Blinn</para></item></list></para>
        <para>Currently only channels mapped to single file textures is supported.</para>
      </remarks>
      <param name="image">The image retrieved. If no image could be retrieve, the value will not change. </param>
      <param name="color">Either the mapped or unmapped color. If the channel is mapped then an RGBA value of (1,1,1,1) will be returned, otherwise the unmapped channel's current color value will be returned. </param>
      <param name="chan">Texture channel to check. </param>
      <param name="mapped">Whether the channel is mapped or not (true or false) </param>
      <param name="dagPath">Optional dag path to object. An object path is required to produce texture maps from non-2D procedural textures. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.shadingEngine()">
      <summary>
        <para>Get the shading engined associated with this material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The <ref>MObject</ref> that maps to the appropriate shading engine node. It is possible for this value to be NULL. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.evaluateTextureTransformation()">
      <summary>
        <para>
          <b>This method is obsolete.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section />
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.getTextureTransformation(System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;,System.Single&amp;)">
      <summary>
        <para>Get the current textures transformation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="scaleU">Single&amp;</param>
      <param name="scaleV">Single&amp;</param>
      <param name="translateU">Single&amp;</param>
      <param name="translateV">Single&amp;</param>
      <param name="rotate">Single&amp;</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.get_materialIsTextured()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.set_hwShaderNode(Autodesk.Maya.OpenMayaUI.MPxHwShaderNode)">
      <param name="value">MPxHwShaderNode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.get_hwShaderNode()">
      <returns>Returns a MPxHwShaderNode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.get_defaultMaterial()">
      <returns>Returns a MMaterial.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterial.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterial.materialIsTextured">
      <summary>
        <para>Do we have a texture (evaluated or not). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if the material is textured, false otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterial.hwShaderNode">
      <summary>
        <para>Get the hardware shader node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this material has a hardware shader, a pointer to it will be returned in hwShader. If there is no hardware shader, hwShader will be set to NULL.</para>
        <para>
          <section>
            <para>Pointer to hardware shader node.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully returned a pointer or NULL </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> failed for some reason </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterial.defaultMaterial">
      <summary>
        <para>Get the default material. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>There will always be a default material in the scene and therefore the result of this function should always succeed. The default material will correspond to the initialShadingGroup node that is in the scene.</para>
        <para>
          <section>
            <para>The default material returned as a <ref>MMaterial</ref> object. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterial.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel">
      <summary>
        <para>Channels which can be queried. </para>
      </summary>
      <remarks>
        <para>Only Lambert, Phong, PhongE, Blinn, and Anisotropic are supported </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kColor">
      <summary>
        <para>nop </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kTransparency">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kAmbientColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kIncandescence">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kBumpMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kDiffuse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kTransluscence">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kRoughness">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kHighlightSize">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kWhiteness">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kCosinePower">
      <summary>
        <para>Phong only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kEccentricity">
      <summary>
        <para>Blinn only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kSpecularRollOff">
      <summary>
        <para>Blinn only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kSpecularColor">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kReflectivity">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kReflectedColor">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel">
      <summary>
        <para>Channels which can be queried. </para>
      </summary>
      <remarks>
        <para>Only Lambert, Phong, PhongE, Blinn, and Anisotropic are supported </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kColor">
      <summary>
        <para>nop </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kTransparency">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kAmbientColor">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kIncandescence">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kBumpMap">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kDiffuse">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kTransluscence">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kRoughness">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kHighlightSize">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kWhiteness">
      <summary>
        <para>PhongE only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kCosinePower">
      <summary>
        <para>Phong only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kEccentricity">
      <summary>
        <para>Blinn only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kSpecularRollOff">
      <summary>
        <para>Blinn only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kSpecularColor">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kReflectivity">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MMaterial.MtextureChannel.kReflectedColor">
      <summary>
        <para>Blinn and Phong(E) only. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MProgressWindow">
      <summary>
        <para>Create and manipulate progress windows. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The <ref>MProgressWindow</ref> class manages a window containing a status message, a graphical progress gauge, and optionally a "Hit ESC to Cancel" label for interruptable operations.</para>
        <para>Only a single progress window may be displayed at any time. To reserve the use of the progress window, use the <ref>reserve()</ref> method in this class. Any methods that change the state of the progress window will fail unless the progress window has first been successfully reserved.</para>
        <para>The <ref>startProgress()</ref> and <ref>endProgress()</ref> functions show and hide the progress window. <ref>endProgress()</ref> also has the effect of unreserving the progress window, allowing it to be reserved for another use.</para>
        <para>The MEL command "progressWindow" provides equivalent functionality to this class. Attempting to manipulate a progress window that is in use by MEL will cause the methods in this class to fail. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.getCPtr(Autodesk.Maya.OpenMayaUI.MProgressWindow)">
      <param name="obj">MProgressWindow</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.startProgress()">
      <summary>
        <para>Displays the progress window on the screen. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.endProgress()">
      <summary>
        <para>Destroys the progress window and removes it from the screen. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method also unreserves the progress window, making it available for future reservation.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.setProgressRange(System.Int32,System.Int32)">
      <summary>
        <para>Sets the range (minValue, maxValue) of the progress indicator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the progress value is set through <ref>setProgress()</ref> or <ref>advanceProgress()</ref>, it is checked against the minimum and maximum progress values. If the new progress value lies outside this range, it is clamped to a value in this range.</para>
        <para>When the progress value is set to a value of minValue, the progress bar is displayed as empty. When the progress value is set to a value of maxValue, the progress bar is displayed as full. Intermediate progress values are displayed as intermediate positions of the progress bar.</para>
      </remarks>
      <param name="minValue">Minimum progress value </param>
      <param name="maxValue">Maximum progress value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.advanceProgress(System.Int32)">
      <summary>
        <para>Increases the progress value by amount. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the resulting progress value is not between <ref>progressMin()</ref> and <ref>progressMax()</ref> inclusively, it is set to whichever of <ref>progressMin()</ref> or <ref>progressMax()</ref> is closest.</para>
        <para>Advancing the progress value updates the progress bar to show the new amount of progress.</para>
      </remarks>
      <param name="amount">Value to add to current progress</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_reserve()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_progressMin(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_progressMin()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_progressMax(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_progressMax()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_progress(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_progress()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_title(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_title()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_progressStatus(System.String)">
      <param name="value">String</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_progressStatus()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.set_isInterruptable(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_isInterruptable()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_isCancelled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MProgressWindow.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.reserve">
      <summary>
        <para>Reserves a progress window for use through this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method must be called before setting progress window parameters or starting progress.</para>
        <para>
          <section>
            <para>true if the progress window was successfully reserved </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.progressMin">
      <summary>
        <para>Get the minimum progress value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Minimum progress value. Returns -1 if query fails. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the minimum value for the progress. </para>
      </summary>
      <remarks>
        <para>Any progress value less then minValue will be set to minValue, with the progress bar displayed as empty.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.progressMax">
      <summary>
        <para>Get the maximum progress value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Maximum progress value. Returns -1 if query fails. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the maximum value for the progress. </para>
      </summary>
      <remarks>
        <para>Any progress value greater then maxValue will be set to maxValue, with the progress bar displayed as full.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.progress">
      <summary>
        <para>Get the progress value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Progress value. Returns -1 if query fails. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the progress value. </para>
      </summary>
      <remarks>
        <para>If progress is not between <ref>progressMin()</ref> and <ref>progressMax()</ref> inclusively, it is set to whichever of <ref>progressMin()</ref> or <ref>progressMax()</ref> is closest.</para>
        <para>Advancing the progress value updates the progress bar to show the new amount of progress.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.title">
      <summary>
        <para>Get the window title. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Window title string. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the title of the progress window. </para>
      </summary>
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.progressStatus">
      <summary>
        <para>Get the progress status string. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Progress status string. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the progress status string. </para>
      </summary>
      <remarks>
        <para>This string is shown above the progress bar and usually is of the form "Performing operation:
&lt;tt&gt;XXX&lt;/tt&gt;" where <code>XXX</code> is a numerical indication of the amount completed.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.isInterruptable">
      <summary>
        <para>Determine whether the progress window is interruptable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true when the progress window is interruptable </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.isCancelled">
      <summary>
        <para>Determine whether the user has tried to cancel an interruptable progress window. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true when user has tried to cancel progress. If the progress window is not interruptable, this method returns false. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MProgressWindow.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView">
      <summary>
        <para>3d Model View </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPx3dModelView</ref> is the class for user defined model views. The <ref>MPx3dModelView</ref> class works with the <ref>MPxModelEditorCommand</ref> class to create a user defined model editor that may be used in a window or in a scripted panel. When registering the model editor with the <ref>MFnPlugin::registerModelEditorCommand()</ref> method, an appropriate MPx3dModelView::creator() method is required. This class works for interactive Maya views and is not designed for rendering.</para>
        <para>One of the interesting uses of a <ref>MPx3dModelView</ref> is that it allows multiple cameras to be drawn into the same window. Like a normal model view, this view has a main camera associated with it. This camera is obtained with the <ref>getCamera()</ref> method and is the camera used for manipulations and selection.</para>
        <para>To setup a multiple camera draw, first the number of passes must be set by an overloaded <ref>multipleDrawPassCount()</ref> method. The <ref>preMultipleDraw()</ref> method allows any setup to be performed. The <ref>preMultipleDrawPass(unsigned int)</ref> is called for each pass, with the argument indicating which pass is currently being used. The camera for the specific pass may be set with the <ref>setCameraInDraw()</ref> method. The <ref>postMultipleDrawPass(unsigned int)</ref> method is called after the drawing for the indicated pass is complete. Finally any cleanup may be done with the <ref>postMultipleDraw()</ref> method.</para>
        <para>During the drawing, a filter exists to determine which items should be drawn. The okForMultipleDraw(MdagPath &amp;) allows filtering of what should be drawn. Another approach which is faster is to tuen on the view selected mode (<ref>setViewSelected()</ref>) and use the <ref>setObjectsToView()</ref> or <ref>viewSelectedSet()</ref> to specify which items should be drawn. These values may be set per pass so that each camera has control over what gets drawn. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>class constructor </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.#ctor()">
      <summary>
        <para>class constructor </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getCPtr(Autodesk.Maya.OpenMayaUI.MPx3dModelView)">
      <param name="obj">MPx3dModelView</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewType()">
      <summary>
        <para>Returns a string specifying the view type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The view type should be a different string for every class derived from <ref>MPx3dModelView</ref>. The default type is "MPx3dModelView".</para>
        <para>
          <section>
            <para>The view type </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.preMultipleDraw()">
      <summary>
        <para>This method is called before any drawing is performed in the model view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It should control any setting required for every pass that will be drawn. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.postMultipleDraw()">
      <summary>
        <para>This method is called after the drawing is finished. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Any cleanup should be done by this method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.preMultipleDrawPass(System.UInt32)">
      <summary>
        <para>This method is called immediately before a specific pass is about to be drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The unsigned int argument indictates which pass is about to be drawn.</para>
        <para>Typically the camera (set with the setCameraInDraw method) and any pass specific settings would be made here.</para>
        <para />
      </remarks>
      <param name="index">A number indicating which pass is about to be drawn. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.postMultipleDrawPass(System.UInt32)">
      <summary>
        <para>This method is called when a specified pass is finshed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="index">A number indicating which pass was just drawn. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.okForMultipleDraw(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method provides some filter capabilities as to what is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When ever a draw operation during the multiple camera drawing, this method will get called. If true is returned, then the object will be drawn.</para>
        <para>This method is useful for filtering out multiple occurances of manipulators and ground planes.</para>
        <para>To reduce the number of objects queried, look at the <ref>setViewSelected()</ref> method along with the <ref>setObjectsToView()</ref> method.</para>
        <para>
          <section>
            <para>true if it is OK to draw the passed object. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDagPath</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.multipleDrawPassCount()">
      <summary>
        <para>This method returns the number of multiple draw passes that are going to be made. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default a 1 is returned.</para>
        <para>
          <section>
            <para>The number of multiple draw passes that will be made.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setMultipleDrawEnable(System.Boolean)">
      <summary>
        <para>This method turns enables/disables multiple camera drawing for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If multiple draw is disabled, then this view will behave like a normal Maya view.</para>
        <para />
      </remarks>
      <param name="enable">If true, then multiple draw is enabled. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.updateViewingParameters()">
      <summary>
        <para>This method tells the camera to set the view's transformation matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.removingCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method should be overloaded in <ref>MPx3dModelView</ref> derived classes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will get called whenever a camera that was used with this <ref>MPx3dModelView</ref> is deleted. The <ref>MPx3dModelView</ref> should then remove any reference to the deleted camera.</para>
        <para />
      </remarks>
      <param name="cameraPath">The MDagPath for the camera that is about to be deleted. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.refresh(System.Boolean,System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="all">If true then refresh all views, otherwise refresh this view. </param>
      <param name="force">If true then force views to refresh even if they do not require it.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.refresh(System.Boolean)">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
      <param name="all">If true then refresh all views, otherwise refresh this view. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.refresh()">
      <summary>
        <para>Refresh the this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <b>all</b> is set to <b>true</b> then all of the 3d-view will be refreshed.</para>
        <para>If <b>force</b> is set to true, then the views will be refreshed even if they do not require it. This option should be used with extreme care because extra refreshes will greatly degrade application performance. In almost all cases it is better to use the default behavior where the view is only refreshed if it is required.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawText(System.String,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMayaUI.M3dView+TextPosition)">
      <summary>
        <para>Draws the given text at the given spot in the default font. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is provided as a convienient way to draw OpenGL text.</para>
      </remarks>
      <param name="text">Text to draw </param>
      <param name="position">Position in space to draw at </param>
      <param name="textPosition">Text position relative to the point</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawText(System.String,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Draws the given text at the given spot in the default font. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is provided as a convienient way to draw OpenGL text.</para>
      </remarks>
      <param name="text">Text to draw </param>
      <param name="position">Position in space to draw at </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginGL()">
      <summary>
        <para>Setup port for native OpenGL drawing calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Only make openGL calls between the <ref>beginGL()</ref> and <ref>endGL()</ref> methods. <ref>M3dView</ref> and <ref>MPx3dModelView</ref> calls should not be made betwen <ref>beginGL()</ref> and <ref>endGL()</ref> calls.</para>
        <para>This should only be used if there is not a <ref>M3dView</ref> or <ref>MPx3dModelView</ref> method that performs the required task.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.endGL()">
      <summary>
        <para>End OpenGL drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setCameraInDraw(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Sets the camera during a draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the normal <ref>setCamera()</ref> method is used, then that camera will not get its parameters loaded during the draw.</para>
      </remarks>
      <param name="camera">Dag path of the camera</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawCameraOverride(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Boolean)">
      <summary>
        <para>Sets the camera during a draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users must supply all of the parameters of the cameras. This only affects the draw matrices.</para>
        <para>Maya uses view frustum culling to remove objects from the draw loop. To override the draw camera, you must also provide the frustum left, right, bottom, top parameters.</para>
        <para />
      </remarks>
      <param name="worldMatrix">the worldMatrix of the camera. This will be used to construct the view matrix. </param>
      <param name="projectionMatrix">projection matrix of the camera. </param>
      <param name="left">the left edge of the frustum. </param>
      <param name="right">the right edge of the frustum. </param>
      <param name="bottom">the bottom edge of the frustum. </param>
      <param name="top">the top edge of the frustum. </param>
      <param name="nearpt">the near pt of the frustum. </param>
      <param name="farpt">the far pt of the frustum. </param>
      <param name="isOrtho">indicates if the frustum pts correspond to an ortho camera (default is false). </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawCameraOverride(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
      <summary>
        <para>Sets the camera during a draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users must supply all of the parameters of the cameras. This only affects the draw matrices.</para>
        <para>Maya uses view frustum culling to remove objects from the draw loop. To override the draw camera, you must also provide the frustum left, right, bottom, top parameters.</para>
        <para />
      </remarks>
      <param name="worldMatrix">the worldMatrix of the camera. This will be used to construct the view matrix. </param>
      <param name="projectionMatrix">projection matrix of the camera. </param>
      <param name="left">the left edge of the frustum. </param>
      <param name="right">the right edge of the frustum. </param>
      <param name="bottom">the bottom edge of the frustum. </param>
      <param name="top">the top edge of the frustum. </param>
      <param name="nearpt">the near pt of the frustum. </param>
      <param name="farpt">the far pt of the frustum. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawCameraOverride(Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MPointArray)">
      <summary>
        <para>Sets the camera during a draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users must supply all of the parameters of the cameras. This only affects the draw matrices.</para>
        <para>Maya uses view frustum culling to remove objects from the draw loop. To override the draw camera, you must also provide the frustum left, right, bottom, top parameters.</para>
        <para />
      </remarks>
      <param name="worldMatrix">the worldMatrix of the camera. This will be used to construct the view matrix. </param>
      <param name="projectionMatrix">projection matrix of the camera. </param>
      <param name="frustum">MPointArray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Set the camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="camera">Dag path of the camera for this view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getCamera(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>Get the camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="camera">Dag path for the camera (allocated by caller)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setCameraSet(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Set the cameraSet for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cameraSet">cameraSet object for this view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getCameraSet(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>Get the cameraSet for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cameraSet">dependency node object for the cameraSet (allocated by caller)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setCurrentCameraSetCamera(System.String)">
      <summary>
        <para>Set a camera used by the currently specified cameraSet as the controlled camera for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cameraName">camera layer camera name for this view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getCurrentCameraSetCamera(System.String&amp;)">
      <summary>
        <para>Get the cameraSet for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cameraName">dependency node object for the cameraSet (allocated by caller)</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getCameraHUDName()">
      <summary>
        <para>Return the name to use for the camera in the heads up display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the camera </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawHUDNow()">
      <summary>
        <para>Forces the HUD viewport elements to be drawn immediately. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should only be called when setDrawAdornments has been set to false. And this method should only be called in the postMultiple* draw methods. This allows the drawing of display elements during a specific pass while attached to a specific camera.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid editor. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - success. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawAdornmentsNow()">
      <summary>
        <para>Forces the adornment viewport elements to be drawn immediately. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should only be called when setDrawAdornments has been set to false. And this method should only be called in the postMultiple* draw methods. This allows you to draw camera adornments during a specific pass while attached to a specific camera.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> - invalid editor. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> - success. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDisplayAxis(System.Boolean)">
      <summary>
        <para>Sets the axis display in the <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="display">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDisplayAxisAtOrigin(System.Boolean)">
      <summary>
        <para>Sets the origin axis display in the <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="display">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDisplayCameraAnnotation(System.Boolean)">
      <summary>
        <para>Sets the camera annotation display in the <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="display">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDisplayStyle(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,System.Boolean)">
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
      <param name="style">The display style to be set for this view </param>
      <param name="activeOnly">Specifies whether only active objects are to be shaded in shaded mode.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDisplayStyle(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle)">
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
      <param name="style">The display style to be set for this view </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.portWidth()">
      <summary>
        <para>Returns the width of the current viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The width of this viewport</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.portHeight()">
      <summary>
        <para>Returns the height of the current viewport. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The height of this viewport</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing(System.Boolean,System.Boolean,System.Single,Autodesk.Maya.OpenMayaUI.M3dView+LineStipplePattern,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
      <param name="stipplePattern">Line stipple pattern. Default is M3dView::kStippleNone. </param>
      <param name="lineColor">Line color. Default is white (1,1,1).</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing(System.Boolean,System.Boolean,System.Single,Autodesk.Maya.OpenMayaUI.M3dView+LineStipplePattern)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
      <param name="stipplePattern">Line stipple pattern. Default is M3dView::kStippleNone. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing(System.Boolean,System.Boolean,System.Single)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
      <param name="lineWidth">Set up line width. Default is 1. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing(System.Boolean,System.Boolean)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
      <param name="disableDepthTesting">Disable depth testing during draw. Default is true. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing(System.Boolean)">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
      <param name="drawOrthographic">Draw using orthographic projection. Default is true. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.beginXorDrawing()">
      <summary>
        <para>Setup the context for exclusive-or (XOR) drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In XOR drawing the color values of the pixels being drawn is exclusive-ored with the color values already present in the view. The advantage of this is that exclusive-oring the same pixels with the same color values a second time will restore the pixels to their original colors, making it possible to temporarily display and erase lines without having to redraw the entire view. This makes XOR drawing particularly useful for drawing guidelines for tools.</para>
        <para>One disadvantage of XOR drawing is that the final color after the exclusive-or will not match your drawing color, except when the original color of the pixel was black. For example, XORing a white line across a red background will result in a cyan line and XORing it across a changing background will result in a line of changing colors. However in most situations where you would use XOR drawing the color of the lines is irrelevant just so long as they are visible.</para>
        <para>It is an error to call <ref>beginXorDrawing()</ref> again before calling <ref>endXorDrawing()</ref> first.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.endXorDrawing()">
      <summary>
        <para>Reset the context to non-exclusive-or (non-XOR) screen drawing. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <ref>endXorDrawing()</ref> is called without first calling <ref>beginXorDrawing()</ref> an error will result.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawColor(System.UInt32,System.Int32)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="index">index of the color to draw in </param>
      <param name="table">color table to index into</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawColor(System.UInt32)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="index">index of the color to draw in </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setDrawColor(Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Set the color to draw in. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index argument is an index into the application's color tables. Valid values range between zero and the size of the table minus one. The size of the active and dormant color tables can be found using methods of this class. The background and template color tables are both of size one.</para>
        <para>These indices do not directly correspond to those of the underlying OpenGL color index mode. Using the glIndex call directly is not recommended and may cause unpredictable results. This method should be used instead.</para>
        <para>Note that this method will work in either RGBA mode or color index mode.</para>
      </remarks>
      <param name="color">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.numDormantColors()">
      <summary>
        <para>Returns the number of dormant object colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of dormant colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.numActiveColors()">
      <summary>
        <para>Returns the number of active object colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The number of active colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.numUserDefinedColors()">
      <summary>
        <para>Returns the number of user defined colors in the internal application color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>These colors may be changed by the user and assigned to specific objects. See the methods of <ref>MFnDagNode</ref> for information on assigning user defined colors to individual objects.</para>
        <para>The user defined colors are not a color table of their own. They exist in the active and dormant color tables.</para>
        <para>
          <section>
            <para>The number of user defined colors</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setUserDefinedColor(System.UInt32,Autodesk.Maya.OpenMaya.MColor)">
      <summary>
        <para>Sets the user defined color at the given index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid indices range between zero and the number of user defined colors.</para>
        <para>
          <section>
            <para>An index into the application's color table</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">index into the user defined color </param>
      <param name="color">color to set to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.userDefinedColorIndex(System.UInt32)">
      <summary>
        <para>Returns the index for the given user-defined color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Valid values for the index argument range between zero and the number of user-defined colors minus one.</para>
        <para>The index returned gives the location of the specified color inside the active and dormant color tables (the index is the same in both tables).</para>
        <para>
          <section>
            <para>Index of user-defined color into the active and dormant tables</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index into user-defined colors </param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.templateColor()">
      <summary>
        <para>Returns the value of the template color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The template color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.backgroundColor()">
      <summary>
        <para>Returns the value of the background color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.backgroundColorTop()">
      <summary>
        <para>Returns the value of the background gradient top color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background gradient top color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.backgroundColorBottom()">
      <summary>
        <para>Returns the value of the background gradient bottom color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The background gradient bottom color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.colorAtIndex(System.UInt32,System.Int32)">
      <summary>
        <para>Returns the value of the color at the given index in the application's color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the color to retrieve </param>
      <param name="table">Table to index into </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.colorAtIndex(System.UInt32)">
      <summary>
        <para>Returns the value of the color at the given index in the application's color table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">Index of the color to retrieve </param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getColorIndexAndTable(System.UInt32,System.UInt32&amp;,Autodesk.Maya.OpenMayaUI.M3dView+ColorTable&amp;)">
      <summary>
        <para>Returns the color table and index representing the given OpenGL color-index value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is useful when converting color indices obtained from glReadPixels(GL_COLOR_INDEX) to Maya color-index values suitable for use with the colorAtIndex and setDrawColor methods.</para>
        <para>
          <section>
            <para>StatusCode</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Index is out of range </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="glindex">Value of the OpenGL color-index to retrieve </param>
      <param name="index">Returned ColorTable index </param>
      <param name="table">Returned ColorTable</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewToWorld(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in world coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="worldPt">(returned) the source of the ray </param>
      <param name="worldVector">(returned) the direction of the ray</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewToWorld(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in world coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="nearClipPt">MPoint</param>
      <param name="farClipPt">MPoint</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewToObjectSpace(System.Int16,System.Int16,Autodesk.Maya.OpenMaya.MMatrix,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Takes a point in port coordinates and returns a corresponding ray in object coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <param name="localMatrixInverse">the inclusive matrix inverse of the object in question </param>
      <param name="oPt">(returned) the source of the ray in object space </param>
      <param name="oVector">(returned) the direction of the ray in object space</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.worldToView(Autodesk.Maya.OpenMaya.MPoint,System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>converts a point in world space to port space. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The return value indicates if the point is not clipped.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> point is not clipped </para>
                </item>
                <item>
                  <para>
                    <b>false</b> point is undefined or outside frustum</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="worldPt">the point to world space </param>
      <param name="x_pos">the x position of the point in port coordinates </param>
      <param name="y_pos">the y position of the point in port coordinates </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setObjectDisplay(Autodesk.Maya.OpenMayaUI.M3dView+DisplayObjects,System.Boolean)">
      <summary>
        <para>Sets the display option for various types of objects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default everything is displayed.</para>
        <para>
          <section>
            <para>The return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">DisplayObjects</param>
      <param name="arg1">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.objectDisplay(Autodesk.Maya.OpenMayaUI.M3dView+DisplayObjects)">
      <summary>
        <para>Test whether specific types of objects are to be displayed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>True if any of the object types specified by <em>dispObjs</em> are set to be displayed.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">DisplayObjects</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewSelectedPrefix()">
      <summary>
        <para>Returns the prefix used when displaying the camera name in the heads up display when view selected in on. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The prefix.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setViewSelectedPrefix(System.String)">
      <summary>
        <para>Sets the prefix for the camera name as displayed in the heads up display when view selected is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The prefix is concatenated with the camera name.</para>
        <para>The default value is "isolate: "</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="prefix">The prefix to use.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getObjectsToView(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a selection list containing all of the objects on the view selected list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">The list of objects used by view selected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setObjectsToView(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Sets the list of objects used by view selected as a selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>View selected must be turned on for this to have an effect.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">The objects to view with view selected.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.filteredObjectList(Autodesk.Maya.OpenMaya.MSelectionList)">
      <summary>
        <para>Returns a selection list containing all of the objects that remain after filtering is applied to the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="list">The list of objects left after filtering.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getAsM3dView(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Get this <ref>MPx3dModelView</ref> as a <ref>M3dView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Method failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">The M3dView to set as this MPx3dModelView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.getModelView(System.String)">
      <summary>
        <para>Returns a pointer to a <ref>MPx3dModelView</ref> that has the passed name with the specified type (the same typed when registering the control). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If one does not exist, then a NULL pointer is returned.</para>
        <para>
          <section>
            <para>A pointer to the <ref>MPx3dModelView</ref>.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="name">The name to find </param>
      <returns>Returns a MPx3dModelView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.wantStereoGLBuffer()">
      <summary>
        <para>Users should override this method if they want a stereo buffer enabled <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You must have a graphics card that can support stereo mode. If your graphics card does not support stereo mode, a non-stereo buffer is created.</para>
        <para>
          <section>
            <para>true, if you want to create a stereo buffered view </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.setInStereoDrawMode(System.Boolean)">
      <summary>
        <para>Derived classes should call this method to indicate to Maya whether the view is currently drawing in stereo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>One place where this is useful to know is for playblast which will check the view to see if it is in stereo mode, and enforce rendering of left and right stereo pairs versus mono rendering.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MStatus::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MStatus::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="flag">Flag telling if drawing in stereo mode.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.requestOkForDraw(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <summary>
        <para>This method provides some filter capabilities as to what is drawn. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When ever a draw operation during the multiple camera drawing, this method will get called. If true is returned, then the object will be drawn.</para>
        <para>This method is useful for excluding types of material from the draw loop.</para>
        <para>
          <section>
            <para>true if it is OK to draw the passed object. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MDrawRequest</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.processDraw(Autodesk.Maya.OpenMayaUI.MDrawRequest)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MDrawRequest</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_name()">
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_multipleDrawEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_destroyOnPanelDestruction(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_destroyOnPanelDestruction()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_doUpdateOnMove(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_doUpdateOnMove()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_displayHUD(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_displayHUD()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_drawAdornments(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_drawAdornments()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_displayAxisOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_displayAxisAtOriginOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_displayCameraAnnotationOn()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isVisible()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_displayStyle()">
      <returns>Returns a DisplayStyle.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isShadeActiveOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isBackgroundGradient()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isBackfaceCulling(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isBackfaceCulling()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isWireframeOnShaded(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isWireframeOnShaded()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isXrayEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isXrayEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isTextureDisplayEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isTextureDisplayEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isTwoSidedLighting(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isTwoSidedLighting()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_lightingMode(Autodesk.Maya.OpenMayaUI.MPx3dModelView+LightingMode)">
      <param name="value">LightingMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_lightingMode()">
      <returns>Returns a LightingMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isFogEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isFogEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogSource(Autodesk.Maya.OpenMayaUI.MPx3dModelView+FogSource)">
      <param name="value">FogSource</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogSource()">
      <returns>Returns a FogSource.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogMode(Autodesk.Maya.OpenMayaUI.MPx3dModelView+FogMode)">
      <param name="value">FogMode</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogMode()">
      <returns>Returns a FogMode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogDensity(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogDensity()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogStart(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogStart()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogEnd(System.Double)">
      <param name="value">Double</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogEnd()">
      <returns>Returns a Double.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_fogColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_fogColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_isBackgroundFogEnabled(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_isBackgroundFogEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_viewSelected(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_viewSelected()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_viewSelectedSet(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_viewSelectedSet()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_viewIsFiltered()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_hasStereoBufferSupport()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_customDrawEnabled()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.set_drawInterrupt(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPx3dModelView.get_drawInterrupt()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.name">
      <summary>
        <para>Returns the name of the view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of the view.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.multipleDrawEnabled">
      <summary>
        <para>This method returns the multiple draw enable state for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if multiple draw is enabled. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.destroyOnPanelDestruction">
      <summary>
        <para>This method queries the destruction setting for this <ref>MPx3dModelView</ref> which is employed when the panel associated with this view is destroyed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By choosing to have the <ref>MPx3dModelView</ref> destroyed along with the panel, you are guaranteed that a new <ref>MPx3dModelView</ref> will be created the next time the editor is displayed.</para>
        <para>
          <section>
            <para>true if this <ref>MPx3dModelView</ref> gets destroyed when its panel is destroyed (such as closing a torn-off window), and false if it is not to be destroyed. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>This method enables/disables destruction of the <ref>MPx3dModelView</ref> object when the panel is destroyed. </para>
      </summary>
      <remarks>
        <para>By default, Maya does not destroy the <ref>MPx3dModelView</ref> when the panel is destroyed. Example cases of destroying a panel are when you tear off a panel, or close a torn-off panel.</para>
        <para>By choosing to have the <ref>MPx3dModelView</ref> destroyed along with the panel, you are guaranteed that a new <ref>MPx3dModelView</ref> will be created the next time the editor is displayed.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.doUpdateOnMove">
      <summary>
        <para>Returns the state of the doUpdateOnMove flag. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This flag tells the refresh architecture if it is necessary to refresh your view when the user moves the control window for this viewport. If this flag is true, then refresh will be triggered on window move.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>the state of the doUpdateOnMove flag</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Some viewports require a refresh when the user has moved the top level window. </para>
      </summary>
      <remarks>
        <para>This flag enables this custom view to trigger a refresh event when the top level window of the view is moved to a new location.</para>
        <para>The default value for this flag is false.</para>
        <para>
          <section>
            <para />
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.displayHUD">
      <summary>
        <para>Returns the heads up display state for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The enable state for the HUD</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Enables or disables the drawing the heads up display in this view. </para>
      </summary>
      <remarks>
        <para>This method only affects this view and will stop all heads up display elements from being drawn in this view.</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawAdornments">
      <summary>
        <para>Returns the state of the adornment drawing for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See setDrawAdornments for more information on adornment drawing.</para>
        <para />
      </remarks>
      <summary>
        <para>Toggles the control of how adornments are drawn in the view. </para>
      </summary>
      <remarks>
        <para>Adornments are objects that are drawn in the viewport that are not scene entities. This includes the origin axis and the camera decorations like film gate and resolution gate. These items are usually drawn last and outside of the multiple refresh loop. You can choose to disable the drawing of the adornments by specifying false here, and you can control the drawing of the feature within their display loop calling displayAdornmentsNow() method on this class. By default this flag is true; so adornments are always drawn unless explicitly disabled by you.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.displayAxisOn">
      <summary>
        <para>Returns the axis display state for this <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the axis is displayed.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.displayAxisAtOriginOn">
      <summary>
        <para>Returns the origin axis display state for this <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the origin axis is displayed.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.displayCameraAnnotationOn">
      <summary>
        <para>Returns the camera annotation display state for this <ref>MPx3dModelView</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the camera annotation is displayed.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isVisible">
      <summary>
        <para>This method returns true if this view is visible, otherwise false is returned. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the view is visible, otherwise false is returned.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method succeeded. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Method failed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.displayStyle">
      <summary>
        <para>Return the display style for this 3d view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
        <para>
          <section>
            <para>The display style for this view</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the display style for this view. </para>
      </summary>
      <remarks>
        <para>The display style can be wireframe, flat-shaded, or smooth-shaded.</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isShadeActiveOnly">
      <summary>
        <para>Returns <b>true</b> if this view's display style is shaded for objects that are active and wireframe otherwise. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> Only active objects are shaded if this view is in shaded mode </para>
                </item>
                <item>
                  <para>
                    <b>false</b> All objects are shaded if this view is in shaded mode</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Object error </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isBackgroundGradient">
      <summary>
        <para>Returns whether a gradient is being used as the background color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> background is a color gradient </para>
                </item>
                <item>
                  <para>
                    <b>false</b> background is a solid color</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Method was successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isBackfaceCulling">
      <summary>
        <para>Returns the state of backface culling. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if backface culling is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isWireframeOnShaded">
      <summary>
        <para>Returns the state of wireframe on shaded. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if backface onShaded is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isXrayEnabled">
      <summary>
        <para>Returns the state of xray display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if xray is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isTextureDisplayEnabled">
      <summary>
        <para>Returns the enable state of texture display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if texture display is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isTwoSidedLighting">
      <summary>
        <para>Returns the state of two sided lighting. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if two sided lighting is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.lightingMode">
      <summary>
        <para>Returns the lighting mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The lighting mode.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the lighting mode. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isFogEnabled">
      <summary>
        <para>Returns true if fog is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true is fog is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogSource">
      <summary>
        <para>Returns the algorithm used to compute fog. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MPx3dModelView::setFogSource</ref> for a description.</para>
        <para>
          <section>
            <para>The algorithm used to compute fog.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the type of fog algorithm to use. </para>
      </summary>
      <remarks>
        <para>If the <b>source</b> argument is kFogFragment (default) then fog is computed per pixel. If the argument is kFogCoordinate then if the geometry has specified vertex fog coordinates, and the OpenGL extension for vertex fog is supported by the graphics system, then fog is computed per vertex.</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Unknown fog source </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogMode">
      <summary>
        <para>Return the type of drop off used with fog. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>See <ref>MPx3dModelView::setFogMode</ref> for description of the drop off types.</para>
        <para>
          <section>
            <para>The type of drop off used with fog.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the drop-off mode for fog. </para>
      </summary>
      <remarks>
        <para>The possibilities are:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>kFogLinear</b> linear drop-off </para>
            </item>
            <item>
              <para>
                <b>kFogExponential</b> exponential drop-off </para>
            </item>
            <item>
              <para>
                <b>kFogExponentialSquared</b> squared exponential drop-off</para>
            </item>
          </list>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kInvalidParameter</ref>
                    </b> Unknown fog mode </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogDensity">
      <summary>
        <para>Returns the fog density. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The fog density.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Determines the density of hardware fogging. </para>
      </summary>
      <remarks>
        <para>This is meaniful for kFogExponential and kFogExponentialSquared drop off types (set by the <ref>MPx3dModelView::setFogMode()</ref> method).</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogStart">
      <summary>
        <para>Returns the fog start position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The fog start position.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Determines the start location of hardware fogging. </para>
      </summary>
      <remarks>
        <para>This is meaniful for kFogLinear drop off type (set by the <ref>MPx3dModelView::setFogMode()</ref> method).</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogEnd">
      <summary>
        <para>Returns the fog end position. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The fog end location.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Determines the end location of hardware fogging. </para>
      </summary>
      <remarks>
        <para>This is meaniful for kFogLinear drop off type (set by the <ref>MPx3dModelView::setFogMode()</ref> method).</para>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.fogColor">
      <summary>
        <para>Returns the fog color. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The fog color.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the color used for hardware fogging. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.isBackgroundFogEnabled">
      <summary>
        <para>Returns true if the background fog is enabled. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true, if the background fog is enabled, otherwise false.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewSelected">
      <summary>
        <para>Returns the state of view selected for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if view selected is enabled.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Enables the view selected mode. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>Status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewSelectedSet">
      <summary>
        <para>Returns an <ref>MObject</ref> for the set used by view selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If there is not a set associated with this view, then an invalid <ref>MObject</ref> will be returned. Check the isNull() method of the <ref>MObject</ref> to see if a valid set was found.</para>
        <para>
          <section>
            <para>The <ref>MObject</ref></para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the list of objects used by view selected as an object set. </para>
      </summary>
      <remarks>
        <para>View selected must be turned on for this to have an effect.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.viewIsFiltered">
      <summary>
        <para>Returns the state of view filtering for this view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This includes both view selected state and additional object list filters.</para>
        <para>
          <section>
            <para>True if the view is filtered.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.hasStereoBufferSupport">
      <summary>
        <para>Returns true if this 3dModelView is running in stereo buffer mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This should be used in cases where the API developer has requested to create stereo buffer enabled view. See <ref>wantStereoGLBuffer()</ref></para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.customDrawEnabled">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.drawInterrupt">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPx3dModelView.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode">
      <summary>
        <para>Lighting mode used in this view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightAll">
      <summary>
        <para>Use all lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightSelected">
      <summary>
        <para>Selected lights only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightActive">
      <summary>
        <para>Active lights only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightDefault">
      <summary>
        <para>Default light only. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightNone">
      <summary>
        <para>Use no lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightQuality">
      <summary>
        <para>Use per pixel lighting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource">
      <summary>
        <para>Fog computation modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource.kFogFragment">
      <summary>
        <para>Computed per pixel (default). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource.kFogCoordinate">
      <summary>
        <para>Computed by specified vertex fog coordinates. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode">
      <summary>
        <para>Drop-off modes for fog. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogLinear">
      <summary>
        <para>Linear drop off. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogExponential">
      <summary>
        <para>Exponential drop-off. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogExponentialSquared">
      <summary>
        <para>Squared exponential drop-off. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode">
      <summary>
        <para>Lighting mode used in this 3D view. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightAll">
      <summary>
        <para>All lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightSelected">
      <summary>
        <para>Selected lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightActive">
      <summary>
        <para>Active lights. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightDefault">
      <summary>
        <para>Default light. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.LightingMode.kLightNone">
      <summary>
        <para>No lights / lighting disabled. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource">
      <summary>
        <para>Fog computation modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource.kFogFragment">
      <summary>
        <para>Computed per pixel (default). </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogSource.kFogCoordinate">
      <summary>
        <para>Computed by specified vertex fog coordinates. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode">
      <summary>
        <para>Drop-off modes for fog. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogLinear">
      <summary>
        <para>Linear drop off. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogExponential">
      <summary>
        <para>Exponential drop-off. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPx3dModelView.FogMode.kFogExponentialSquared">
      <summary>
        <para>Squared exponential drop-off. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxControlCommand">
      <summary>
        <para>Base class for control creation commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxControlCommand</ref> is the base class for user defined UI control commands. This command gives all of the flags and options of the base control command in addition to any user defined flags or behaviours. When registering this command, use the <ref>MFnPlugin::registerControlCommand()</ref> method. All control commands have a corresponding <ref>MPxUIControl</ref>. It is important to note that a given <ref>MPxControlCommand</ref> is reponsible for only ONE <ref>MPxUIControl</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.getCPtr(Autodesk.Maya.OpenMayaUI.MPxControlCommand)">
      <param name="obj">MPxControlCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.makeControl()">
      <summary>
        <para>This method is called when the UI control should be created. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You need to create a new <ref>MPxUIControl</ref> on call to this method (the base implementation is abstract, so that the compiler will force you to define an implementation of this method).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>NULL</b> - unable to create the UI control for this command. </para>
                </item>
                <item>
                  <para>
                    <b>pointer to control</b> - ui control successfully created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPxUIControl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.doEditFlags()">
      <summary>
        <para>This method is called when the command is called in edit mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden by control commands to determine which edit flags are set in conjunction with the argument parser for this command. The argument parser for this command can be obtained by calling the parser method.</para>
        <para>If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>If the command returns <ref>MS::kUnknownParameter</ref>, the flag is processed by the parent class.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> pass to the parent class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.doQueryFlags()">
      <summary>
        <para>This method is invoked during query mode, and the default method should be overridden in user-defined control commands to determine which query flags are set in conjunction with the argument parser for the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The argument parser for this command can be obtained by calling the parser method. If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>If the command returns <ref>MS::kUnknownParameter</ref>, the flag is processed by the parent class.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> pass to the parent class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.appendSyntax()">
      <summary>
        <para>This method should be overridden to append syntax to the control command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The syntax object can be obtained by calling the syntax method. The following flags cannot be used as user-defined flags as they are reserved for edit and query: "-e", "-edit", "-q", "-query".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.skipFlagForCreate(System.String)">
      <summary>
        <para>Returns true if the passed long flag name should be skipped during the creation portion of the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the flag shoiuld be skipped during creation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="longFlag">The string containing the long flag name.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.clearResult()">
      <summary>
        <para>This method should be called to clear the result to be output by the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(System.Boolean)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(System.Int32)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(System.Double)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(System.String)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.setResult(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method should be called when the result of the control command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand._control()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPxUIControl.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.get__syntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.get__parser()">
      <returns>Returns a MArgParser.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxControlCommand.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxControlCommand._syntax">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxControlCommand._parser">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxControlCommand.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior">
      <summary>
        <para>Drag and Drop Behavior. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for user defined drag and drop behaviors. This class allows a plugin to override the behavior of drag and drop connections from nodes in the hyperGraph/hyperShade to other nodes or other UI. These behaviors are defined by the type of relationship that is trying to be resolved. These are <ref>connectAttrToAttr()</ref>, <ref>connectAttrToNode()</ref>, <ref>connectNodeToAttr()</ref>, <ref>connectNodeToNode()</ref>. In order for the overridden methods to be executed the <ref>shouldBeUsedFor()</ref> method must be overridden in order to decide which behavior to use given the source and destination node. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.getCPtr(Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior)">
      <param name="obj">MPxDragAndDropBehavior</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.shouldBeUsedFor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method must be overridden in order to use a drag and drop behavior. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The overridden method will be called by the defaultNavigation command to determine wether or not to use this drag and drop behavior to finish a connection. If the user would like to handle the connection between sourceNode/Plug and destinationNode/Plug than this routine must pass back true, otherwise the routine must pass back false in order for the default connection mechinism to work between these two nodes. sourcePlug and destinationPlug may be null depending on if there were any attributes given in the drag and drop. Use the isNull() method on <ref>MPlug</ref> to assure the plugs are valid.</para>
        <para />
      </remarks>
      <param name="sourceNode">The source node of the drag and drop or the node being dragged </param>
      <param name="destinationNode">the destination node of the drag and drop or the node being dropped upon </param>
      <param name="sourcePlug">The source plug of the drag and drop or the plug being dragged (this may be null) </param>
      <param name="destinationPlug">The destination plug of the drag and drop or the plug being dropped upon (this may be null) </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.connectAttrToAttr(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>This method is called by the defaultNavigation command to connect a source attribute to a destination attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is overidden it should attempt to determine what the user probably wants this connection to be, and set up the connection appropriately. If the force argument is true it is intended to notify the user to break any existing connections to the plug, similar to what the mel command "connectAttr" -f flag is used for.</para>
        <para />
      </remarks>
      <param name="sourcePlug">Source plug in the connection </param>
      <param name="destinationPlug">Destination plug in the connection </param>
      <param name="force">Tells whether or not to break any existing connections to the destination attribute </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.connectAttrToNode(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>This method is called by the defaultNavigation command to connect a source attribute to a destination node.You should override this method if you can determine from the type of source node and attribute and the type of destination node what the user is trying to do and you know the appropriate connections that must be made for the end result to be what the user expects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="sourcePlug">Source plug for the connection </param>
      <param name="destinationNode">Destination node for the connection </param>
      <param name="force">Tells whether or not to break any existing connections to the destination node </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.connectNodeToAttr(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,System.Boolean)">
      <summary>
        <para>This method is called by the defaultNavigation command to connect a source node to a destination attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should override this method if you can determine from the type of source node and the type of destination node and attribute what the user is trying to do and you know the appropriate connections that must be made for the end result to be what the user expects.</para>
        <para />
      </remarks>
      <param name="sourceNode">Source node for the connection </param>
      <param name="destinationPlug">Destination plug for the connection </param>
      <param name="force">Tells whether or not to break any existing connections to the destination attribute </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.connectNodeToNode(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,System.Boolean)">
      <summary>
        <para>This method is called by the defaultNavigation command to connect a source node to a destination node.You should override this method if you can determine from the type of source node and the type of destination node what the user is trying to do and you know the appropriate connections that must be made for the end result to be what the user expects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="sourceNode">Source node for the connection </param>
      <param name="destinationNode">Destination node for the connection </param>
      <param name="force">Tells whether or not to break any existing connections to the destination node </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxDragAndDropBehavior.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxGlBuffer">
      <summary>
        <para>Base class for user defined GL buffers. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Historically this class was used to created offscreen buffers on Linux. Users should refrain from using this class in the traditional pbuffer use case outlined in the deprecated section below as results may be undefined. Instead users should not override any of the function call below and simply invoke <ref>openFbo()</ref> method. The contents of the frame buffer object (FBO) can be read back by using the <ref>bindFbo()</ref> method and OpenGl calls to read pixels. After rendering and reading pixels, the frame buffer object can be destroyed by calling <ref>closeFbo()</ref>. The blastCmd API example has been updated to illustrate how to render offscreen.</para>
        <para>Note, by using a frame buffer object it is now possible to utilize this class in on non-Linux platforms.</para>
        <para>Using this class in pbuffer or externally defined window is DEPRECATED. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Construct an <ref>MPxGlBuffer</ref> for use with the currently active view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer must match the view with respect to color index or RGB mode, depth, accumulation, and alpha buffers. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.#ctor()">
      <summary>
        <para>Construct an <ref>MPxGlBuffer</ref> for use with the currently active view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer must match the view with respect to color index or RGB mode, depth, accumulation, and alpha buffers. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.#ctor(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Construct an <ref>MPxGlBuffer</ref> for use with the currently active view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The buffer must match the view with respect to color index or RGB mode, depth, accumulation, and alpha buffers. </para>
      </remarks>
      <param name="view">M3dView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.getCPtr(Autodesk.Maya.OpenMayaUI.MPxGlBuffer)">
      <param name="obj">MPxGlBuffer</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.openFbo(System.Int16,System.Int16,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Create a frame buffer object where the renderer result will be stored. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The format of this buffer will be RGBA. Note only one of these offscreen buffers should exist.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> a frame buffer object could not be created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="width">width of the buffer to create </param>
      <param name="height">height of the buffer to create </param>
      <param name="arg2">M3dView</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.closeFbo(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>Destroy a frame buffer object that was created by createFbo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> a frame buffer object could not be destroyed. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">M3dView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.bindFbo()">
      <summary>
        <para>If a frame buffer object was created using the method openFbo, then this method can be used to bind that Fbo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When the buffer is bound, all OpenGL draw calls will render into the created buffer.</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> a frame buffer object does not exist or is already bound. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.unbindFbo()">
      <summary>
        <para>If a frame buffer object was created using the method openFbo, then this method can be used to unbind that Fbo. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> a frame buffer object does not exist. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.beginBufferNotify()">
      <summary>
        <para>This method is called when the GL buffer is being setup by the viewport renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Overriding this call will allow you to access the full GL state after it has been setup but before any drawing has occurred.</para>
        <para>If you change any state information from within this call; you must make sure you return it back to this state at the call to <ref>endBufferNotify()</ref></para>
        <para>
          <section>
            <para>None</para>
          </section>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.endBufferNotify()">
      <summary>
        <para>This method is called when the GL buffer is being shutdown by the viewport renderer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Overriding this call will allow you to access the full GL state after drawing has completed but just before the GL buffer is shut down.</para>
        <para>
          <section>
            <para>None</para>
          </section>
          <section>
            <para>None </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.close()">
      <summary>
        <para>Close and deallocate the actual pixel buffer. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return status</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Error closing the buffer. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxGlBuffer.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHardwareShader">
      <summary>
        <para>Base class for user defined hardware shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxHardwareShader</ref> allows the creation of user-defined hardware shaders. A hardware shader allows the plug-in writer to control the on-screen display of an object in Maya.</para>
        <para>You must derive a hardware shader node from <ref>MPxHardwareShader</ref> for it to have any affect on the on-screen display at all. In addition to their affect on the on-screen display of objects, hardware shaders function as surface shader nodes. This allows you to connect any shading network up to the hardware shader's outColor attribute to handle the shading during a software render.</para>
        <para>To create a working hardware shader, derive from this class and override the <ref>render()</ref> and optionally the <ref>populateRequirements()</ref> methods. The other methods of the parent class <ref>MPxNode</ref> may also be overridden to perform dependency node capabilities.</para>
        <para>NOTE: Plug-in hardware shaders are fully supported for polygonal mesh shapes. NURBS surfaces are only supported in the High Quality Interactive viewport and Hardware Renderer. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.getCPtr(Autodesk.Maya.OpenMayaUI.MPxHardwareShader)">
      <param name="obj">MPxHardwareShader</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kHwShaderNode</ref>.</para>
        <para>
          <section>
            <para>The type of node </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setVaryingParameters(Autodesk.Maya.OpenMayaRender.MVaryingParameterList,System.Boolean,Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>Call this method to set the list of varying parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters directly to access geometry data for surfaces being shaded. When using this method to manage shader varying parameters, there is no need to override populateRequirements or handle the node interface as Maya will handle parameter setup, presentation and configuration for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage geometry parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of varying parameters for this shader </param>
      <param name="remapCurrentValues">if true (the default), Maya will attempt to initialise the value of new parameters based on any equivalently named parameters that currently exist on the node. Otherwise, the parameters will be setup using default values. Unless you wish to forcibly reset parameter values, the default value of true should be used. </param>
      <param name="dagModifier">an optional DG modifier to use when managing the attributes used to represent the geometry parameters on this shader.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setVaryingParameters(Autodesk.Maya.OpenMayaRender.MVaryingParameterList,System.Boolean)">
      <summary>
        <para>Call this method to set the list of varying parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters directly to access geometry data for surfaces being shaded. When using this method to manage shader varying parameters, there is no need to override populateRequirements or handle the node interface as Maya will handle parameter setup, presentation and configuration for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage geometry parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of varying parameters for this shader </param>
      <param name="remapCurrentValues">if true (the default), Maya will attempt to initialise the value of new parameters based on any equivalently named parameters that currently exist on the node. Otherwise, the parameters will be setup using default values. Unless you wish to forcibly reset parameter values, the default value of true should be used. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setVaryingParameters(Autodesk.Maya.OpenMayaRender.MVaryingParameterList)">
      <summary>
        <para>Call this method to set the list of varying parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters directly to access geometry data for surfaces being shaded. When using this method to manage shader varying parameters, there is no need to override populateRequirements or handle the node interface as Maya will handle parameter setup, presentation and configuration for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage geometry parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of varying parameters for this shader </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setUniformParameters(Autodesk.Maya.OpenMayaRender.MUniformParameterList,System.Boolean,Autodesk.Maya.OpenMaya.MDagModifier)">
      <summary>
        <para>Call this method to set the list of uniform parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters to access the cached values of shader parameters, including testing when the value has been updated (to minimise the shader state changes). When using this method to manage uniform parameters, Maya will handle the underlyintg attributes, serialization and user interface for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage uniform (i.e. shader-level) parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of uniform parameters for this shader </param>
      <param name="remapCurrentValues">if true (the default), Maya will attempt to initialise the value of new parameters based on any equivalently named parameters that currently exist on the node. Otherwise, the parameters will be setup using default values. Unless you wish to forcibly reset parameter values, the default value of true should be used. </param>
      <param name="dagModifier">an optional DG modifier to use when managing the attributes used to represent the geometry parameters on this shader.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setUniformParameters(Autodesk.Maya.OpenMayaRender.MUniformParameterList,System.Boolean)">
      <summary>
        <para>Call this method to set the list of uniform parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters to access the cached values of shader parameters, including testing when the value has been updated (to minimise the shader state changes). When using this method to manage uniform parameters, Maya will handle the underlyintg attributes, serialization and user interface for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage uniform (i.e. shader-level) parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of uniform parameters for this shader </param>
      <param name="remapCurrentValues">if true (the default), Maya will attempt to initialise the value of new parameters based on any equivalently named parameters that currently exist on the node. Otherwise, the parameters will be setup using default values. Unless you wish to forcibly reset parameter values, the default value of true should be used. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.setUniformParameters(Autodesk.Maya.OpenMayaRender.MUniformParameterList)">
      <summary>
        <para>Call this method to set the list of uniform parameters this shader uses. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Once set, you can use these parameters to access the cached values of shader parameters, including testing when the value has been updated (to minimise the shader state changes). When using this method to manage uniform parameters, Maya will handle the underlyintg attributes, serialization and user interface for you.</para>
        <para>It is important to call this method whenever the shader parameters are modified (including at load time).</para>
        <para>This is an optional method - shader implementations are still free to manage uniform (i.e. shader-level) parameters independently if they wish.</para>
      </remarks>
      <param name="parameters">the list of uniform parameters for this shader </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.render(Autodesk.Maya.OpenMayaRender.MGeometryList)">
      <summary>
        <para>Override this method to render geometry using your hardware shader. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is important to note that you can only access surface data (e.g. uv sets) that you specified in populateRequirements. Any data you did not ask for is unlikely to be available in the geometry cache passed to you.</para>
        <para>For example: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="iterator">an iterator containing the geometry items you need to render.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.transparencyOptions()">
      <summary>
        <para>This method returns transparency options for usage as hints for Maya's internal draw during a given rendering pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Parameters are returned via an integer containing masked out bits. By default the mask is set to 0, meaning that the drawing should be treated as regular opaque object drawing. This will generally mean one call per draw pass.</para>
        <para>Options to control transparency are specified by returning one or more masks specified by the TransparencyOptions enumeration :</para>
        <para>
          <list type="bullet">
            <item>
              <para>kIsTransparent : Draw as a transparent object. If no transparency overrides are specified, then control of how to draw during a given pass is determined internally by Maya's refresh algorithm, and options the user can set per modelling viewport. </para>
            </item>
            <item>
              <para>kNoTransparencyFrontBackCull : When kisTransparent is set and this flag is set, do not perform transparency drawing using the internal 2-pass front-face + back-face culling algorithm. </para>
            </item>
            <item>
              <para>kNoTransparencyPolygonSort : When kisTransparent is set and this flag is set, do not perform transparency drawing using the internal 2-pass drawing of back-to-front sorted triangles.</para>
            </item>
          </list>
Note : Setting the "hasTransparency()" method to true will override this method. This is for backward compatibility with behaviour on existing hardware shader nodes. It is recommended that shaders use the "transparencyOptions()" override, and not longer use the older "hasTransparency()" override from their shader classes.</para>
        <para>
          <section>
            <para>Integer containing the appropriate options set via masks. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.profile()">
      <summary>
        <para>Override this method to specify the renderers your shader supports. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is not overridden, Maya will assume your shader supports only Maya's iternal OpenGL based renderer.</para>
        <para>Note that this method is called inside the rendering loop and as such, you should make this method as fast as possible - typically just returning a static/precalculated value.</para>
        <para>
          <section>
            <para>A reference to the render profile for this Shader. Your shader class should create this once (usually for the whole class) and return the same object each time this method is called. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MRenderProfile.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.populateRequirements(Autodesk.Maya.OpenMayaUI.ShaderContext,Autodesk.Maya.OpenMayaRender.MGeometryRequirements)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Override this method to let Maya know what surface data (e.g.</para>
        <para>positions, normals, uv sets, tangents, binormals, etc) your shader needs in order to render the specified geometry. This is the only data your shader will be able to access when rendering the geometry. For example, if your shader needs uv set "foo" to render a texture, you must include that here before trying to use it in your render method.</para>
        <para>The default implementation (in <ref>MPxHardwareShader</ref>) sets up the requirements for any public MVaryingParameters you have configured on this shader. If you override this method and use MVaryingParameters, you should make a call into the base class method as part of your implementation of the method.</para>
      </remarks>
      <param name="context">Context of the draw request (e.g. the surface being shaded, shading engine making the request). </param>
      <param name="requirements">The requirements structure you need to fill in.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.getAvailableImages(Autodesk.Maya.OpenMayaUI.ShaderContext,System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya will call this method to get your shader's list of images which are available for use in the UV texture editor for the UV set specified.</para>
        <para>Typically, this list will include one entry for each texture using the specified UV set, however, your shader is free to return as many images as you wish (for example, blending between two textures, texture alpha masks, artificially shaded views of bump/normal maps, etc). Your shader's <ref>renderImage()</ref> method will be used to render the images themselves.</para>
      </remarks>
      <param name="context">Context of the draw request (e.g. the surface being shaded, shading engine making the request). </param>
      <param name="uvSetName">Name of a UV set the channel list should be filtered against. </param>
      <param name="imageNames">Array in which to return the names of the images this shader defines which are valid for the uvSetName specified.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.renderImage(Autodesk.Maya.OpenMayaUI.ShaderContext,System.String,System.Single[,],System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para>This method allows you to to render the background image used for this shader in the UV texture editor. The image requested will be one of the image names returned by your shader's <ref>getAvailableImages()</ref> method.</para>
        <para>The implementation must return the dimensions of the image in the 'imageWidth' and 'imageHeight' parameters so that Maya can perform pixel snapping and other resolution-dependent operations.</para>
        <para>The implementation can assume OpenGL context, model view projection matrix, and texture transformations have already been set. A default color of white will be set, however you are free to change this. The magnification filter will be set to either point or bilinear based on user configuration and should not be modified. The values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T are undefined on entry, and your implementation is responsible for setting them to appropriate values (e.g. GL_REPEAT).</para>
        <para>The arguments contain the name of the image to render, and the vertex and texture coordinate values to use at each corner of the rectangular image being rendered. Your implementation is responsible for restoring the original the value of any OpenGL state that is modified.</para>
        <para>For example: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="context">Context of the draw request (e.g. the surface being shaded, shading engine making the request). </param>
      <param name="imageName">Name of the image to render. This corresponds to one of the image names returned by your shader's getAvailableImages() method. </param>
      <param name="region">Rectangular region to be rendered. The values of this parameter should be used to populate the vertex and texture coordinates of the rectangle being rendered. </param>
      <param name="imageWidth">Native width (e.g. texture pixel width) of the image. This should be for the entire image, not just the portion within 'region'. </param>
      <param name="imageHeight">Native height (e.g. texture pixel height) of the image. This should be for the entire image, not just the portion within 'region'.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.renderImage(Autodesk.Maya.OpenMayaUI.ShaderContext,System.String,System.Single[,],Autodesk.Maya.OpenMayaUI.RenderParameters,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>
          <b>This method is not available in Python.</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para>This method allows you to to render the background image used for this shader in the UV texture editor. The image requested will be one of the image names returned by your shader's <ref>getAvailableImages()</ref> method.</para>
        <para>The implementation must return the dimensions of the image in the 'imageWidth' and 'imageHeight' parameters so that Maya can perform pixel snapping and other resolution-dependent operations.</para>
        <para>The implementation can assume OpenGL context, model view projection matrix, and texture transformations have already been set. A default color of white will be set, however you are free to change this. The magnification filter will be set to either point or bilinear based on user configuration and should not be modified. The values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T are undefined on entry, and your implementation is responsible for setting them to appropriate values (e.g. GL_REPEAT).</para>
        <para>The arguments contain the name of the image to render, and the vertex and texture coordinate values to use at each corner of the rectangular image being rendered. Your implementation is responsible for restoring the original the value of any OpenGL state that is modified.</para>
        <para>For example: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="context">Context of the draw request (e.g. the surface being shaded, shading engine making the request). </param>
      <param name="imageName">Name of the image to render. This corresponds to one of the image names returned by your shader's getAvailableImages() method. </param>
      <param name="region">Rectangular region to be rendered. The values of this parameter should be used to populate the vertex and texture coordinates of the rectangle being rendered. </param>
      <param name="parameters">RenderParameters</param>
      <param name="imageWidth">Native width (e.g. texture pixel width) of the image. This should be for the entire image, not just the portion within 'region'. </param>
      <param name="imageHeight">Native height (e.g. texture pixel height) of the image. This should be for the entire image, not just the portion within 'region'.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.renderSwatchImage(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>If the shader specifies to override swatch rendering, then this method must be overridden in order to draw anything into a swatch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shader will only draw a swatch if it has been registered to do so, by providing a valid classification during <ref>MFnPlugin::registerNode()</ref>. The shader should provide a classification that defines a swatch rendering node such as : "shader/surface/utility/:drawdb/shader/surface/myCustomShader:swatch/myCustomShaderSwatchGenerator" and have "myCustomShaderSwatchGenerator" registered has a swatch renderer : <ref>MSwatchRenderRegister::registerSwatchRender</ref>("myCustomShaderSwatchGenerator", <ref>MHWShaderSwatchGenerator::createObj</ref> );</para>
        <para>The default implementation is to draw nothing. The basic logic to draw a swatch is as follows:</para>
      </remarks>
      <param name="image">Image object to which this method must write the rendered swatch. On input the image's dimensions are already set and pixel storage already allocated.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.getHardwareShaderPtr(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This is a static convenience method to be able to get an <ref>MPxHardwareShader</ref> from an <ref>MObject</ref> provided by a swatch generator class (Class derived from <ref>MSwatchRenderRegister</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to an <ref>MPxHardwareShader</ref>. If the method failed for any reason then a 0 (null) will be returned. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a MPxHardwareShader.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.findResource(System.String,System.String)">
      <summary>
        <para>This is a static utility to find the full path to a shader resource (typically a texture). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will search the list of paths in the MAYA_HW_SHADER_RESOURCE_PATH environment variable, resolving relative paths based on the directory containing the shader.</para>
        <para>
          <section>
            <para>The full path of the resource (e.g. "C:/shaders/textures/normals.dds") </para>
          </section>
        </para>
      </remarks>
      <param name="name">The name of the resource to look for (e.g. "normals.dds") </param>
      <param name="shaderPath">The full path to the current shader (e.g. "C:/shaders/myshader.fx") </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.set_outColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.get_outColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.set_outColorR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.get_outColorR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.set_outColorG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.get_outColorG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.set_outColorB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.get_outColorB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.outColor">
      <summary>
        <para>output color value </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.outColorR">
      <summary>
        <para>output color red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.outColorG">
      <summary>
        <para>output color green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.outColorB">
      <summary>
        <para>output color blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions">
      <summary>
        <para>Transparency option bitmasks. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kIsTransparent">
      <summary>
        <para>When set means draw transparent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kNoTransparencyFrontBackCull">
      <summary>
        <para>When set means ignore front back cull. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kNoTransparencyPolygonSort">
      <summary>
        <para>When set means ignore polygon sorting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions">
      <summary>
        <para>Transparency option bitmasks. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kIsTransparent">
      <summary>
        <para>When set means draw transparent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kNoTransparencyFrontBackCull">
      <summary>
        <para>When set means ignore front back cull. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHardwareShader.TransparencyOptions.kNoTransparencyPolygonSort">
      <summary>
        <para>When set means ignore polygon sorting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode">
      <summary>
        <para>Base class for user defined hardware shaders. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxHwShaderNode</ref> allows the creation of user-defined hardware shaders. A hardware shader allows the plug-in writer to control the on-screen display of an object in Maya.</para>
        <para>You must derive a hardware shader node from <ref>MPxHwShaderNode</ref> for it to have any affect on the on-screen display at all. In addition to their affect on the on-screen display of objects, hardware shaders function as surface shader nodes. This allows you to connect any shading network up to the hardware shader's outColor attribute to handle the shading during a software render.</para>
        <para>To create a working hardware shader, derive from this class and override the <ref>bind()</ref>, <ref>unbind()</ref>, and <ref>geometry()</ref> methods. If your hardware shader uses texture coordinates from Maya, you also need to override either texCoordsPerVertex or <ref>getTexCoordSetNames()</ref>. The other methods of the parent class <ref>MPxNode</ref> may also be overridden to perform dependency node capabilities.</para>
        <para>NOTE: Plug-in hardware shaders are fully supported for polygonal mesh shapes. NURBS surfaces are only supported in the High Quality Interactive viewport and Hardware Renderer if the glBind/glGeometry/glUnbind methods of this class are implemented. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.getCPtr(Autodesk.Maya.OpenMayaUI.MPxHwShaderNode)">
      <param name="obj">MPxHwShaderNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kHwShaderNode</ref>.</para>
        <para>
          <section>
            <para>The type of node. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.bind(Autodesk.Maya.OpenMayaUI.MDrawRequest,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This method is invoked for hardware rendering to Maya's 3D view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the preferred method of interactive feedback and performance. the "gl" version should be used for batch hardware rendering.</para>
        <para>This method is called to set up the OpenGL state. It would typically ensure that textures were bound and that any specific OpenGL extensions are enabled. A status code of <ref>MS::kSuccess</ref> should be returned unless there was a problem during the display, such as insufficient memory or required input data is missing or invalid.</para>
      </remarks>
      <param name="request">the draw request. </param>
      <param name="view">the view in which to draw.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.unbind(Autodesk.Maya.OpenMayaUI.MDrawRequest,Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This method is invoked for hardware rendering to Maya's 3D view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the preferred method of interactive feedback and performance. the "gl" version should be used for batch hardware rendering.</para>
        <para>This method is called to restore the OpenGL state. Specifically, it must disable any OpenGL extensions that the matching <ref>bind()</ref> method may have enabled. This is necessary to ensure that the rest of Maya's drawing code continues to work correctly. A status code of <ref>MS::kSuccess</ref> should be returned unless there was a problem such as insufficient memory or required input data is missing or invalid.</para>
        <para>The arguments passed to this method are the same ones that were passed to the <ref>bind()</ref> method.</para>
      </remarks>
      <param name="request">the draw request. </param>
      <param name="view">the view in which to draw.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.geometry(Autodesk.Maya.OpenMayaUI.MDrawRequest,Autodesk.Maya.OpenMayaUI.M3dView,System.Int32,System.UInt32,System.Int32,System.UInt32*,System.Int32,System.Int32*,System.Single*,System.Int32,System.Single**,System.Int32,System.Single**,System.Int32,System.Single**)">
      <summary>
        <para>This method is invoked for hardware rendering to Maya's 3D view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the preferred method of interactive feedback and performance. the "gl" version should be used for batch hardware rendering.</para>
        <para>This method does all the actual OpenGL drawing. The arguments contain all the data to successfully call glDrawElements or glDrawRangeElements. It is possible that there will be multiple calls to this method surrounded by a single call to <ref>bind()</ref> and <ref>unbind()</ref>.</para>
        <para>
          <b>Note 1.</b> The array of vertex IDs returned corresponds to each triangle's vertex. This allows access to associated blind data per vertex. The vertexIDs array allows querying of information such as color per vertex etc.</para>
        <para>
          <b>Note 2.</b> The array of array parameters passed to this method can contain sparse information. Check array positions against NULL to ensure that the array information item is valid.</para>
        <para>It is necessary to use the indexArray to access information contained in the data arrays.</para>
      </remarks>
      <param name="request">the draw request. </param>
      <param name="view">the view in which to draw. </param>
      <param name="prim">the type of primitive to draw. This is one of the values accepted by glBegin(). Typically it will be GL_TRIANGLES but it could be any of the others. </param>
      <param name="writable">this is a mask which indicates which of the various array arguments can be modified in place. If a bit in writable is set then you can modify corresponding data array (after casting it to a non-const type). If the bit is not set in writable then you must not modify the data since it points to internal Maya storage. You can test the bits in writeable against the values defined by the enum MPxHwShaderNode::Writable. </param>
      <param name="indexCount">specifies both the number of indices to draw and the size of the indexArray argument. </param>
      <param name="indexArray">the array of index values. This array is in a format suitable for passing as the indices argument to glDrawElements() or glDrawRangeElements(). See the OpenGL documentation for details on calling these routines. </param>
      <param name="vertexCount">the number of elements in the vertexArray, the normalArray, each of the colorArrays, and each of the texCoordArrays. </param>
      <param name="vertexIDs">the component IDs of the vertices in vertexArray. This array is only provided if it was requested by overriding the provideVertexIDs() method to return true. </param>
      <param name="vertexArray">the array of vertex data. Currently, this is always 3 element floating point values. This data is in a format suitable for passing to glVertexPointer(). See the OpenGL documentation for details. </param>
      <param name="normalCount">the number of individual "normal" arrays that are being provided in normalArrays. See the description of normalsPerVertex method below for details. </param>
      <param name="normalArrays">the normal (and tangent) data suitable. There may be 0, 1, 2, or 3 "normal" arrays. See the description of the normalsPerVertex method below for details. </param>
      <param name="colorCount">the number of individual color arrays. </param>
      <param name="colorArrays">the arrays of color data. The first set of color data is pointed to by colorArrays[0]. Each color array contains vertexCount color values, each of which is 4 floating point values long and represents the red, green, blue, and alph values on a 0 to 1 scale. Each individual array is suitable for passing to glColorPointer(). </param>
      <param name="texCoordCount">the number of texture coordinate arrays. Each array contains one set of UV texture coordinates. </param>
      <param name="texCoordArrays">the arrays of texture coordinate data. The first set of texture coordinate data is pointed to by texCoordArrays[0]. Each array contains vertexCount coordinate values, each of which is 2 floating point values long. Each individual array is suitable for passing to glTexCoordPointer().</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.glBind(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method should only be overridden for hardware rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The implementation can assume the graphics context and model view projection matrix have already been set.</para>
        <para>This method will be invoked once per frame and should be overridden to allocate any resources needed for the draw. For example, binding vertex programs, fragment programs, or allocating textures. A status code of <ref>MS::kSuccess</ref> should be returned unless there was a problem such as insufficient memory or required input data is missing or invalid.</para>
      </remarks>
      <param name="shapePath">Path to the surface being drawn.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.glUnbind(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
        <para>This method should only be overridden for hardware rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The implementation can assume the graphics context and model view projection matrix have already been set.</para>
        <para>This method will be invoked once per frame and should be overridden to deallocate any resources used to draw. It's important that all resources be released when a batch hardware render has occured because the graphics context will be deleted. It may be desireable to override the other version of bind/unbind to keep track of whether the draw is for the 3D view or the batch hardware renderer. This information could then be used to better track the reuse of resources and optimize performance.</para>
        <para>A status code of <ref>MS::kSuccess</ref> should be returned unless there was a problem.</para>
      </remarks>
      <param name="shapePath">Path to the surface being drawn.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.glGeometry(Autodesk.Maya.OpenMaya.MDagPath,System.Int32,System.UInt32,System.Int32,System.UInt32*,System.Int32,System.Int32*,System.Single*,System.Int32,System.Single**,System.Int32,System.Single**,System.Int32,System.Single**)">
      <summary>
        <para>This method should only be overridden for hardware rendering. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The implementation can assume graphics context and model view projection matrix have already been set.</para>
        <para>This method does all the actual OpenGL drawing. The arguments contain all the data to successfully call glDrawElements or glDrawRangeElements. It is possible that there will be multiple calls to this method surrounded by a single call to <ref>bind()</ref> and <ref>unbind()</ref>.</para>
        <para>
          <b>Note 1. </b> The array of vertex IDs returned corresponds to each triangle's vertex. This allows access to associated blind data per vertex. The vertexIDs array allows querying of information such as color per vertex etc.</para>
        <para>
          <b>Note 2. </b> The array of array parameters passed to this method can contain sparse information. Check array positions against NULL to ensure that the array information item is valid.</para>
        <para>It is necessary to use the indexArray to access information contained in the data arrays.</para>
      </remarks>
      <param name="shapePath">Path to the surface being drawn. </param>
      <param name="glPrim">Int32</param>
      <param name="writeMask">UInt32</param>
      <param name="indexCount">specifies both the number of indices to draw and the size of the indexArray argument. </param>
      <param name="indexArray">the array of index values. This array is in a format suitable for passing as the indices argument to glDrawElements() or glDrawRangeElements(). See the OpenGL documentation for details on calling these routines. </param>
      <param name="vertexCount">the number of elements in the vertexArray, the normalArray, each of the colorArrays, and each of the texCoordArrays. </param>
      <param name="vertexIDs">the component IDs of the vertices in vertexArray. This array is only provided if it was requested by overriding the provideVertexIDs() method to return true. </param>
      <param name="vertexArray">the array of vertex data. Currently, this is always 3 element floating point values. This data is in a format suitable for passing to glVertexPointer(). See the OpenGL documentation for details. </param>
      <param name="normalCount">the number of individual "normal" arrays that are being provided in normalArrays. See the description of normalsPerVertex method below for details. </param>
      <param name="normalArrays">the normal (and tangent) data suitable. There may be 0, 1, 2, or 3 "normal" arrays. See the description of the normalsPerVertex method below for details. </param>
      <param name="colorCount">the number of individual color arrays. </param>
      <param name="colorArrays">the arrays of color data. The first set of color data is pointed to by colorArrays[0]. Each color array contains vertexCount color values, each of which is 4 floating point values long and represents the red, green, blue, and alpha values on a 0 to 1 scale. The 3D view and hardware renderer handle missing color data differently. The 3D view will create an array and pass black colors for each vertex, whereas the hardware renderer will supply a NULL pointer to indicate that color per-vertex data is unavailable. </param>
      <param name="texCoordCount">the number of texture coordinate arrays. Each array contains one set of UV texture coordinates. </param>
      <param name="texCoordArrays">the arrays of texture coordinate data. The first set of texture coordinate data is pointed to by texCoordArrays[0]. Each array contains vertexCount coordinate values, each of which is 2 floating point values long. Each individual array is suitable for passing to glTexCoordPointer(). The 3D view and hardware renderer handle missing texture coordinates differently. The 3D view will create an array of [0,0] texture coordinates for each vertex, whereas the hardware renderer will supply a NULL pointer to indicate that uv-set data is unavailable.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.supportsBatching()">
      <summary>
        <para>Specifies whether or not this shader supports batched rendering of shapes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>In normal rendering, a shader is invoked using bind/geometry/unbind (or glBind/glGeometry/glUnbind) once for each shape being rendered. When a shader is used in batched rendering mode however, bind is called once, a series of geometry calls are made for each shape being rendered, followed by a single call to unbind (and similarly for glBind, glGeometry and glUnbind). As shader binding/unbinding can be expensive, batched rendering can significantly improve rendering performance. The more (particularly expensive) operations that can be moved out of the geometry/glGeometry methods the greater the performance improvement is. Ideally, only shape specific operations (such as binding geometry arrays and shape matrices) should be left in the geometry methods.</para>
        <para>It is important to note that your shader can only use batched rendering mode if there is no shape (i.e. dag path) specific code in bind, glBind, unbind, or glUnbind. If any of these methods perform shape specific processing, this code must either be moved into geometry/glGeometry, or you must return false in this method to indicate batching should be disabled for this shader.</para>
        <para>By default, this method will return false to ensure compatibility with existing shader code.</para>
        <para>
          <section>
            <para>true if this shader supports batched rendering, false otherwise </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.invertTexCoords()">
      <summary>
        <para>Specifies whether this shader requires inverted texture coordinates. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>(i.e. where the top-left hand corner of UV space is (0,0) instead of the bottom-left corner).</para>
        <para>By default, this method will return false to ensure compatibility with existing shader code.</para>
        <para>
          <section>
            <para>true if inverted texture coordinates are required, false otherwise </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.normalsPerVertex()">
      <summary>
        <para>Specifies how many normals per vertex the HW shader would like Maya to provide. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This can range from 0 to 3. The first normal is the surface normal. The second "normal" is the primary tangent (generally the "u" direction). The third "normal" is the secondary tangent or the binormal (generally the "v" direction). Together, the normal, tangent and binormal form an orthogonal basis frequently named "tangent space basis".</para>
        <para>The tangent and binormal vectors are guaranteed to be normalized and orthogonal to the surface normal. Please note that extracting the tangent and/or binormal requires expensive calculations, that will slow down refresh time substantially. In a future version, Maya may cache the resulting tangent space basis; in the meantime, only ask for more than one normal per vertex if they are absolutely required.</para>
        <para>Also note that the tangent and binormal calculation requires a uv map. Currently, they are always computed from the first available uv map; if there is no uv mapping on the surface, Maya will only provide surface normals in the geometry call, regardless of the value returned by <ref>normalsPerVertex()</ref>.</para>
        <para>If you do not override this method, Maya will provide 1 normal per vertex.</para>
        <para>Maya will automatically and silently clamp the result of this function to the [0,3] range.</para>
        <para>COMPATIBILITY NOTE: Automatic tangent space basis calculation is only supported starting with Maya 4.0.1. Maya 4.0 supported a different scheme that was much more complicated and no longer supported.</para>
        <para>
          <section>
            <para>The number of normal values desired. (0 = none, 1 = surface normal only, 2 = surface normal + tangent, 3 = surface normal + tangent + binormal) </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.colorsPerVertex()">
      <summary>
        <para>This method returns the number of color values per vertex that the hw shader node would like to receive from Maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya will attempt to provide all the color data that the shader would like but it will never provide more data that is actually available in the shape. The color sets returned by <ref>getColorSetNames()</ref> will override the number of color sets specified by <ref>colorsPerVertex()</ref>. If you do not override this method or <ref>getColorSetNames()</ref>, Maya will provide no colors per vertex.</para>
        <para>
          <section>
            <para>The number of color values desired </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.getColorSetNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns an array of color per vertex set names.</para>
        <para>Maya will attempt to provide color per vertex data from these maps in the corresponding array element in the colorArrays argument to the geometry method. For example, if the names[2] is "cpv56" then colorArrays[2] will be the array of values from cpv56, or NULL if the shape being rendered does not have a color set of that name. If this method is not overridden an empty list of names will be returned, and Maya will use <ref>colorsPerVertex()</ref> to determine how many color sets to provide.</para>
        <para>
          <section>
            <para>The number of elements in the names array. </para>
          </section>
        </para>
      </remarks>
      <param name="names">a string array holding the names of the color per vertex sets from which color data should be extracted.</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.texCoordsPerVertex()">
      <summary>
        <para>This method returns the number of texture coordinate values per vertex that the hw shader node would like to receive from Maya. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya will attempt to provide all the texture coordinate data that the shader would like but it will never provide more data than is actually available in the shape. The uv sets returned by <ref>getTexCoordSetNames()</ref> will override the number of uv sets specified by <ref>texCoordsPerVertex()</ref>. If you do not override this method or <ref>getTexCoordSetNames()</ref>, Maya will provide no texture coordinates per vertex.</para>
        <para>
          <section>
            <para>Currently, Maya only retains 2 dimensional texture coordinate data but this may change in a future release.</para>
          </section>
          <section>
            <para>The number of texture coordinate values desired </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.getTexCoordSetNames(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method returns an array of texture coordinate set names.</para>
        <para>Maya will attempt to provide texture coordinates from these maps in the corresponding array element in the texCoordArrays argument to the geometry method. For example, if the names[2] is "uvSet3" then texCoordArrays[2] will be the array of values from uvSet3. If this method is not overridden an empty list of names will be returned, and Maya will use <ref>texCoordsPerVertex()</ref> to determine how many uv sets to provide.</para>
        <para>
          <section>
            <para>The number of elements in the names array. </para>
          </section>
        </para>
      </remarks>
      <param name="names">a string array holding the names of the uvSets from which texture coordinate data should be extracted.</param>
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.hasTransparency()">
      <summary>
        <para>This method returns a boolean value that indicates whether the object will be drawn transparently or not. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Transparent objects must be drawn after all the opaque objects in the scene or they will not display correctly. Maya uses the return value to determine when it can draw this shape.</para>
        <para>Note : The functionality in this method has been subsumed by the <ref>transparencyOptions()</ref> method. It is recommended that shader node writers use this newer method as it provides greater control over how transparency is interpreted by Maya's refresh mechanism.</para>
        <para>For backward compatibility, if this method is specified and returns a "true" value, it will override the <ref>transparencyOptions()</ref> method.</para>
        <para>
          <section>
            <para>true if the object will be transparent or false if it will not. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.provideVertexIDs()">
      <summary>
        <para>This method returns a boolean value that indicates whether a map of the vertex IDs will be provided to the geometry method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if vertex IDs should be provided to the geometry method. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.transparencyOptions()">
      <summary>
        <para>This method returns transparency options for usage as hints for Maya's internal draw during a given rendering pass. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Parameters are returned via an integer containing masked out bits. By default the mask is set to 0, meaning that the drawing should be treated as regular opaque object drawing. This will generally mean one call per draw pass.</para>
        <para>Options to control transparency are specified by returning one or more masks specified by the TransparencyOptions enumeration :</para>
        <para>
          <list type="bullet">
            <item>
              <para>kIsTransparent : Draw as a transparent object. If no transparency overrides are specified, then control of how to draw during a given pass is determined internally by Maya's refresh algorithm, and options the user can set per modelling viewport. </para>
            </item>
            <item>
              <para>kNoTransparencyFrontBackCull : When kisTransparent is set and this flag is set, do not perform transparency drawing using the internal 2-pass front-face + back-face culling algorithm. </para>
            </item>
            <item>
              <para>kNoTransparencyPolygonSort : When kisTransparent is set and this flag is set, do not perform transparency drawing using the internal 2-pass drawing of back-to-front sorted triangles.</para>
            </item>
          </list>
Note : Setting the "hasTransparency()" method to true will override this method. This is for backward compatibility with behaviour on existing hardware shader nodes. It is recommended that shaders use the "transparencyOptions()" override, and not longer use the older "hasTransparency()" override from their shader classes.</para>
        <para>
          <section>
            <para>Integer containing the appropriate options set via masks. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.getAvailableImages(System.String,Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya will call this method to get your shader's list of images which are available for use in the UV texture editor for the UV set specified.</para>
        <para>Typically, this list will include one entry for each texture using the specified UV set, however, your shader is free to return as many images as you wish (for example, blending between two textures, texture alpha masks, artificially shaded views of bump/normal maps, etc). Your shader's <ref>renderImage()</ref> method will be used to render the images themselves.</para>
      </remarks>
      <param name="uvSetName">Name of a UV set the channel list should be filtered against.</param>
      <param name="imageNames">Array in which to return the names of the images this shader defines which are valid for the uvSetName specified.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.renderImage(System.String,System.Single[,],System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para>This method allows you to to render the background image used for this shader in the UV texture editor. The image requested will be one of the image names returned by your shader's <ref>getAvailableImages()</ref> method.</para>
        <para>The implementation must return the dimensions of the image in the 'imageWidth' and 'imageHeight' parameters so that Maya can perform pixel snapping and other resolution-dependent operations.</para>
        <para>The implementation can assume OpenGL context, model view projection matrix, and texture transformations have already been set. A default color of white will be set, however you are free to change this. The magnification filter will be set to either point or bilinear based on user configuration and should not be modified. The values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T are undefined on entry, and your implementation is responsible for setting them to appropriate values (e.g. GL_REPEAT).</para>
        <para>The arguments contain the name of the image to render, and the vertex and texture coordinate values to use at each corner of the rectangular image being rendered. Your implementation is responsible for restoring the original the value of any OpenGL state that is modified.</para>
        <para>For example: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="imageName">Name of the image to render. This corresponds to one of the image names returned by your shader's getAvailableImages() method. </param>
      <param name="region">Rectangular region to be rendered. The values of this parameter should be used to populate the vertex and texture coordinates of the rectangle being rendered. </param>
      <param name="imageWidth">Native width (e.g. texture pixel width) of the image. This should be for the entire image, not just the portion within 'region'. </param>
      <param name="imageHeight">Native height (e.g. texture pixel height) of the image. This should be for the entire image, not just the portion within 'region'.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.renderImage(System.String,System.Single[,],Autodesk.Maya.OpenMayaUI.RenderParameters,System.Int32&amp;,System.Int32&amp;)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is obsolete.</b>
        </para>
        <para>
          <section />
        </para>
        <para>This method allows you to to render the background image used for this shader in the UV texture editor. The image requested will be one of the image names returned by your shader's <ref>getAvailableImages()</ref> method.</para>
        <para>The implementation must return the dimensions of the image in the 'imageWidth' and 'imageHeight' parameters so that Maya can perform pixel snapping and other resolution-dependent operations.</para>
        <para>The implementation can assume OpenGL context, model view projection matrix, and texture transformations have already been set. A default color of white will be set, however you are free to change this. The magnification filter will be set to either point or bilinear based on user configuration and should not be modified. The values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T are undefined on entry, and your implementation is responsible for setting them to appropriate values (e.g. GL_REPEAT).</para>
        <para>The arguments contain the name of the image to render, and the vertex and texture coordinate values to use at each corner of the rectangular image being rendered. Your implementation is responsible for restoring the original the value of any OpenGL state that is modified.</para>
        <para>For example: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <param name="imageName">Name of the image to render. This corresponds to one of the image names returned by your shader's getAvailableImages() method. </param>
      <param name="region">Rectangular region to be rendered. The values of this parameter should be used to populate the vertex and texture coordinates of the rectangle being rendered. </param>
      <param name="parameters">RenderParameters</param>
      <param name="imageWidth">Native width (e.g. texture pixel width) of the image. This should be for the entire image, not just the portion within 'region'. </param>
      <param name="imageHeight">Native height (e.g. texture pixel height) of the image. This should be for the entire image, not just the portion within 'region'.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.renderSwatchImage(Autodesk.Maya.OpenMaya.MImage)">
      <summary>
        <para>If the shader specifies to override swatch rendering, then this method must be overridden in order to draw anything into a swatch. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The shader will only draw a swatch if it has been registered to do so, by providing a valid classification during <ref>MFnPlugin::registerNode()</ref>. The shader should provide a classification that defines a swatch rendering node such as : "shader/surface/utility/:drawdb/shader/surface/myCustomShader:swatch/myCustomShaderSwatchGenerator" and have "myCustomShaderSwatchGenerator" registered has a swatch renderer : <ref>MSwatchRenderRegister::registerSwatchRender</ref>("myCustomShaderSwatchGenerator", <ref>MHWShaderSwatchGenerator::createObj</ref> );</para>
        <para>The default implementation is to draw nothing. The basic logic to draw a swatch is as follows:</para>
      </remarks>
      <param name="image">Image object to which this method must write the rendered swatch. On input the image's dimensions are already set and pixel storage already allocated.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.getHwShaderNodePtr(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This is a static convenience method to be able to get an <ref>MPxHwShaderNode</ref> from an <ref>MObject</ref> provided by a swatch generator class (Class derived from <ref>MSwatchRenderRegister</ref>). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A pointer to an <ref>MPxHwShaderNode</ref>. If the method failed for any reason then a 0 (null) will be returned. </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MObject</param>
      <returns>Returns a MPxHwShaderNode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outColorR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outColorR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outColorG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outColorG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outColorB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outColorB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outTransparency(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outTransparency()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outTransparencyR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outTransparencyR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outTransparencyG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outTransparencyG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outTransparencyB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outTransparencyB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outMatteOpacity(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outMatteOpacity()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outMatteOpacityR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outMatteOpacityR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outMatteOpacityG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outMatteOpacityG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outMatteOpacityB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outMatteOpacityB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outGlowColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outGlowColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outGlowColorR(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outGlowColorR()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outGlowColorG(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outGlowColorG()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.set_outGlowColorB(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_outGlowColorB()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_currentPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_dirtyMask()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_currentShadingEngine()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outColor">
      <summary>
        <para>output color value </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outColorR">
      <summary>
        <para>output color red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outColorG">
      <summary>
        <para>output color green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outColorB">
      <summary>
        <para>output color blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outTransparency">
      <summary>
        <para>output transparency value </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outTransparencyR">
      <summary>
        <para>output transparency red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outTransparencyG">
      <summary>
        <para>output transparency green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outTransparencyB">
      <summary>
        <para>output transparency blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outMatteOpacity">
      <summary>
        <para>output matte opacity value </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outMatteOpacityR">
      <summary>
        <para>output matte opacity red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outMatteOpacityG">
      <summary>
        <para>output matte opacity green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outMatteOpacityB">
      <summary>
        <para>output matte opacity blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outGlowColor">
      <summary>
        <para>output glow color value </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outGlowColorR">
      <summary>
        <para>output glow color red </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outGlowColorG">
      <summary>
        <para>output glow color green </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.outGlowColorB">
      <summary>
        <para>output glow color blue </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.currentPath">
      <summary>
        <para>This method returns a reference to the current path that the shader is invoked for. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The path is only valid before a call to any of the attribute specifying routines:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>normalsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>colorsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>getColorSetNames()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>texCoordsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>getTexCoordSetNames()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>hasTransparency()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>provideVertexIDs()</ref>
              </para>
            </item>
          </list>
The path is not guaranteed to be valid at any other time.</para>
        <para>This method allows the plugin to return attribute queries which are relative to a specific path or object.</para>
        <para>For example, the plugin can retrieve the <ref>MObject</ref> from the path, then use the <ref>MFnMesh</ref> class on the <ref>MObject</ref>, assuming the object is a polygonal surface. Through <ref>MFnMesh</ref> the code can query the actual number of texture coordinate sets on the surface and return appropriate values for the <ref>getTexCoordSetNames()</ref> routine.</para>
        <para>The [gl]<ref>bind()</ref>, [gl]<ref>unbind()</ref> and [gl]<ref>geometry()</ref> routines already have access to a dag path which is the same path as the one which can be retrieved via this method.</para>
        <para>For performance reasons, it is recommended that for those methods the <ref>MDagPath</ref> passed in as an argument should be used.</para>
        <para>
          <section>
            <para>An <ref>MDagPath</ref>. Note that this path can be invalid Use <ref>MDagPath::isValid()</ref> to confirm the validity of the path. </para>
          </section>
        </para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.dirtyMask">
      <summary>
        <para>This method returns a "dirty" mask that indicates which geometry items have changed from the last invocation of the plugin to draw. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The mask is valid at the time that <ref>geometry()</ref> or <ref>glGeometry()</ref> is called and at no other time.</para>
        <para>Note that this mask is relative to the geometry for the current object (path) being drawn by the shader. The current path is the <ref>MDagPath</ref> argument passed in via the geometry routines.</para>
        <para>In general the mask will mark the geometry as not being dirty.</para>
        <para>Scenarios where the geometry will be marked dirty include:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Whenever a geometry attribute changes. For example positions or normals are modified. </para>
            </item>
            <item>
              <para>Whenever the attributes being requested changes from the previous invocation of the shader. For example, if in the previous invocation the plugin asks for position only, and in the current invocation asks for position and normals, then the geometry attributes returned will have changed and thus be marked "dirty".</para>
            </item>
          </list>
          <section>
            <para>The dirty mask which can be bit 'AND'ed against the <ref>MPxHwShaderNode::DirtyMask</ref> enum. </para>
          </section>
        </para>
      </remarks>
      <summary />
      <remarks />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.currentShadingEngine">
      <summary>
        <para>This method returns an <ref>MObject</ref> to the shading engine that is currently being rendered. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method will only return a valid <ref>MObject</ref> during the following calls:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <ref>normalsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>colorsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>getColorSetNames()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>texCoordsPerVertex()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>getTexCoordSetNames()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>hasTransparency()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>provideVertexIDs()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>getAvailableImages()</ref>
              </para>
            </item>
            <item>
              <para>
                <ref>bind()</ref>, <ref>glBind()</ref></para>
            </item>
            <item>
              <para>
                <ref>geometry()</ref>, <ref>glGeometry()</ref></para>
            </item>
            <item>
              <para>
                <ref>unbind()</ref>, <ref>glUnbind()</ref></para>
            </item>
          </list>
          <section>
            <para>The shading engine currently being rendered. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable">
      <summary>
        <para>Bit masks used in conjuction with the 'writeable' parameter passed to the <ref>geometry()</ref> method to determine which arrays the shader is allowed to write to. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteVertexArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteNormalArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteColorArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteTexCoordArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteAll">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask">
      <summary>
        <para>Bit masks used in combination with the return value of the <ref>dirtyMask()</ref> method to determine which portions of the geometry are dirty. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyVertexArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyNormalArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyColorArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyTexCoordArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyAll">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions">
      <summary>
        <para>Bit masks to be returned by the shader's <ref>transparencyOptions()</ref> method. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kIsTransparent">
      <summary>
        <para>Draw as a transparent object. </para>
      </summary>
      <remarks>
        <para>If this bit is not set then the others are ignored. </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kNoTransparencyFrontBackCull">
      <summary>
        <para>Do not use the two-pass front-and-back culling algorithm. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kNoTransparencyPolygonSort">
      <summary>
        <para>Do not use two-pass drawing of back-to-front sorted polygons. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable">
      <summary>
        <para>Bit masks used in conjuction with the 'writeable' parameter passed to the <ref>geometry()</ref> method to determine which arrays the shader is allowed to write to. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteVertexArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteNormalArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteColorArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteTexCoordArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.Writeable.kWriteAll">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask">
      <summary>
        <para>Bit masks used in combination with the return value of the <ref>dirtyMask()</ref> method to determine which portions of the geometry are dirty. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyNone">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyVertexArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyNormalArray">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyColorArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyTexCoordArrays">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.DirtyMask.kDirtyAll">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions">
      <summary>
        <para>Transparency option bitmasks. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kIsTransparent">
      <summary>
        <para>When set means draw transparent. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kNoTransparencyFrontBackCull">
      <summary>
        <para>When set means ignore front back cull. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxHwShaderNode.TransparencyOptions.kNoTransparencyPolygonSort">
      <summary>
        <para>When set means ignore polygon sorting. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxLocatorNode">
      <summary>
        <para>Base class for user defined locators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxLocatorNode</ref> allows the creation of user-defined locators. A locator is a DAG shaped that is drawn on the screen, but that has is not rendered. Locators are full dependency nodes and can have attributes and a compute method.</para>
        <para>To create a locator, derive off of this class and override the draw method. The draw method can be overridden to draw custom geometry using standard OpenGL calls. The other methods of the parent class <ref>MPxNode</ref> may also be overridden to perform dependency node capabilities as well. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>
          <b>Constructor</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.#ctor()">
      <summary>
        <para>
          <b>Constructor</b>
        </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class constructor. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.getCPtr(Autodesk.Maya.OpenMayaUI.MPxLocatorNode)">
      <param name="obj">MPxLocatorNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.type()">
      <summary>
        <para>This method returns the type of the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should not be overridden by the user. It will return <ref>MPxNode::kLocatorNode</ref>.</para>
        <para>
          <section>
            <para>The type of node</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> The undo was successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> This method is not undoable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a NodeType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.draw(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>Overriding this method allows the drawing of custom geometry using standard OpenGL calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The OpenGL state should be left in the same state that it was in previously. The OpenGL routine glPushAttrib may be used to make this easier.</para>
        <para>When this routine is called, the following conditions may be assumed:</para>
        <para>
          <list type="bullet">
            <item>
              <para>the correct transform matrix will be loaded for the locator, so the geometry should be drawn in local space </para>
            </item>
            <item>
              <para>the correct default color will be set for wire frame drawing given the object's state (eg active, dormant, etc.) </para>
            </item>
            <item>
              <para>the object is not invisible or hidden </para>
            </item>
            <item>
              <para>if the object has a bounding box, then the bounding box is at least partially in the frustum</para>
            </item>
          </list>
As a convenience, this draw method will also be used by OpenGL's selection mechanism to determine whether this object gets selected by a particular mouse event. The user does not need to write a separate selection routine.</para>
        <para />
      </remarks>
      <param name="view">3D view that is being drawn into </param>
      <param name="path">to this locator in the DAG </param>
      <param name="style">style to draw object in </param>
      <param name="arg3">DisplayStatus</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.isBounded()">
      <summary>
        <para>This method should be overridden to return true if the user supplies a bounding box routine. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Supplying a bounding box routine makes refresh and selection more efficient.</para>
        <para>
          <section>
            <para>A boolean value indicating whether a bounding box routine has been supplied </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.boundingBox()">
      <summary>
        <para>This method should be overridden to return a bounding box for the locator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If this method is overridden, then <ref>MPxLocatorNode::isBounded</ref> should also be overridden to return true.</para>
        <para>
          <section>
            <para>The bounding box of the locator </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MBoundingBox.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.color(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>This method returns the index of the color that is the default draw color for the given display status. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The index should be used with the methods of <ref>M3dView</ref>. The value is not an index into the OpenGL color table.</para>
        <para>The index that is returned will be into the active, dormant, or template color tables depending on the display status passed in.</para>
        <para>
          <section>
            <para>The index of the color </para>
          </section>
        </para>
      </remarks>
      <param name="displayStatus">display status</param>
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.colorRGB(Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>This method returns the RGB values of the default draw color for the given display status. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The color </para>
          </section>
        </para>
      </remarks>
      <param name="displayStatus">display status</param>
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.excludeAsLocator()">
      <summary>
        <para>When the modelPanel is set to not draw locators, returing true will also not draw the custom locator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If false is returned, the custom locator will also be drawn.</para>
        <para>The default return value is true.</para>
        <para>
          <section>
            <para>true if the custom locator should be treated like a standard maya locator. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.isTransparent()">
      <summary>
        <para>Indicates that this locator uses transparency during ::draw method calls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Objects with transparency must be drawn in a special queue, i.e. after all opaque objects are drawn.</para>
        <para>The default return value is false.</para>
        <para>
          <section>
            <para>true if the locator uses transparency while drawing, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.drawLast()">
      <summary>
        <para>Indicates that this locator should be the last item draw in a given refresh cycle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Objects drawn out-of-order will not preserve the proper transparency sorting. Conflicts among multiple objects with the drawLast indicator set to TRUE will be resolved by their order in the Outliner, where they will be drawn top-to-bottom.</para>
        <para>The default return value is false.</para>
        <para>
          <section>
            <para>true, the locator will be drawn after all other objects in the scene. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.useClosestPointForSelection()">
      <summary>
        <para>Determines whether Maya should call <ref>closestPoint()</ref> when doing single selection. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When doing single selection Maya generally chooses the object closest to the selection ray. For locators it first does a hit test by calling the locator's draw method to determine if any part of it lies within the selection box. If the hit test succeeds Maya will add the locator to the list of objects being considered for selection and will use the center of the locator (i.e. its local origin) in determining its distance from the selection ray. This works well for locators which mark a single point in space, with no offset, but may not work as well for more complex locators.</para>
        <para>If this method is overridden to return true, then rather than using the locator's center to determine its distance from the selection ray, Maya will pass the ray to the <ref>closestPoint()</ref> method and use the point it returns. Note that you will have override <ref>closestPoint()</ref> as well to provide an appropriate point.</para>
        <para>
          <section>
            <para>true if the locator uses a custom location for selection, false otherwise. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.closestPoint(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Returns the point on the locator, in the locator's local space, which is closest along the specified ray. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>By default, the locator's origin (0, 0, 0) is returned.</para>
        <para>This is currently only used by Maya during single selection. See <ref>useClosestPointForSelection()</ref> for further details on that.</para>
        <para>
          <section>
            <para>The point that Maya should consider as the closest point of intersection along the parameter ray. </para>
          </section>
        </para>
      </remarks>
      <param name="cursorRayPoint">MPoint</param>
      <param name="cursorRayDir">MVector</param>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_underWorldObject(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_underWorldObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localPosition(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localPosition()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localPositionX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localPositionX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localPositionY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localPositionY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localPositionZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localPositionZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldPosition(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldPosition()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldPositionX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldPositionX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldPositionY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldPositionY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldPositionZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldPositionZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localScale(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localScale()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localScaleX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localScaleX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localScaleY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localScaleY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_localScaleZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_localScaleZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBox(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBox()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMin(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMin()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMinX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMinX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMinY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMinY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMinZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMinZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMax(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMax()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMaxX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMaxX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMaxY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMaxY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxMaxZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxMaxZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxSize(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxSize()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxSizeX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxSizeX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxSizeY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxSizeY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_nodeBoundingBoxSizeZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_nodeBoundingBoxSizeZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_center(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_center()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_boundingBoxCenterX(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_boundingBoxCenterX()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_boundingBoxCenterY(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_boundingBoxCenterY()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_boundingBoxCenterZ(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_boundingBoxCenterZ()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_matrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_matrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_inverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_inverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_worldInverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_worldInverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_parentMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_parentMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_parentInverseMatrix(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_parentInverseMatrix()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_visibility(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_visibility()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_intermediateObject(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_intermediateObject()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_isTemplated(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_isTemplated()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_instObjGroups(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_instObjGroups()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_objectGroups(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_objectGroups()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_objectGrpCompList(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_objectGrpCompList()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_objectGroupId(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_objectGroupId()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_objectGroupColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_objectGroupColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_useObjectColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_useObjectColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.set_objectColor(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_objectColor()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.underWorldObject">
      <summary>
        <para>under world attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localPosition">
      <summary>
        <para>local position attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localPositionX">
      <summary>
        <para>X component of localPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localPositionY">
      <summary>
        <para>Y component of localPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localPositionZ">
      <summary>
        <para>Z component of localPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldPosition">
      <summary>
        <para>world position attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldPositionX">
      <summary>
        <para>X component of worldPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldPositionY">
      <summary>
        <para>Y component of worldPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldPositionZ">
      <summary>
        <para>Z component of worldPosition. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localScale">
      <summary>
        <para>local scale attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localScaleX">
      <summary>
        <para>X component of localScale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localScaleY">
      <summary>
        <para>Y component of localScale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.localScaleZ">
      <summary>
        <para>Z component of localScale. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBox">
      <summary>
        <para>bounding box attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMin">
      <summary>
        <para>bounding box minimum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMinX">
      <summary>
        <para>X component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMinY">
      <summary>
        <para>Y component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMinZ">
      <summary>
        <para>Z component of boundingBoxMin. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMax">
      <summary>
        <para>bounding box maximum point </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMaxX">
      <summary>
        <para>X component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMaxY">
      <summary>
        <para>Y component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxMaxZ">
      <summary>
        <para>Z component of boundingBoxMax. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxSize">
      <summary>
        <para>bounding box size vector </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxSizeX">
      <summary>
        <para>X component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxSizeY">
      <summary>
        <para>Y component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.nodeBoundingBoxSizeZ">
      <summary>
        <para>Z component of boundingBoxSize. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.center">
      <summary>
        <para>object center attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.boundingBoxCenterX">
      <summary>
        <para>X component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.boundingBoxCenterY">
      <summary>
        <para>Y component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.boundingBoxCenterZ">
      <summary>
        <para>Z component of boundingBoxCenter. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.matrix">
      <summary>
        <para>matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.inverseMatrix">
      <summary>
        <para>inverse matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldMatrix">
      <summary>
        <para>world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.worldInverseMatrix">
      <summary>
        <para>inverse world matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.parentMatrix">
      <summary>
        <para>parent matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.parentInverseMatrix">
      <summary>
        <para>inverse parent matrix attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.visibility">
      <summary>
        <para>visibility attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.intermediateObject">
      <summary>
        <para>intermediate object attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.isTemplated">
      <summary>
        <para>template attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.instObjGroups">
      <summary>
        <para>instances object group info attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.objectGroups">
      <summary>
        <para>object groups attributes </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.objectGrpCompList">
      <summary>
        <para>component in object groups attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.objectGroupId">
      <summary>
        <para>group id attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.objectGroupColor">
      <summary>
        <para>group id attribute </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.useObjectColor">
      <summary>
        <para>controls choice of wireframe dormant object color </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.objectColor">
      <summary>
        <para>the per object dormant wireframe color </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxLocatorNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode">
      <summary>
        <para>Base class for manipulator creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxManipulatorNode</ref> is the base class used for creating user-defined manipulators. This class is derived from <ref>MPxNode</ref> since manipulators in Maya are dependency nodes.</para>
        <para>An <ref>MPxManipulatorNode</ref> should implement the following method:</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Additionally, several of the following virtuals will need to be defined: <example>
** code example not available in .NET **
</example></para>
        <para>Implement the following method to properly support undo: <example>
** code example not available in .NET **
</example></para>
        <para>The <ref>draw()</ref> method is very important since drawing and picking are done together. The <ref>colorAndName()</ref> method should be called before drawing a GL component that should be pickable. Several color methods which return color indexes that Maya use are provided to allow custom manipulators to have a similar look.</para>
        <para>When drawing a GL pickable component, an active name must be set. Use the <ref>glFirstHandle()</ref> to get this value from the base class.</para>
        <para>A manipulator can be connected to a depend node instead of updating a node attribute directly in one of the do*() methods. To connect to a depend node, you must:</para>
        <para>
          <list type="bullet">
            <item>
              <para>Call add*Value() in the <ref>postConstructor()</ref> of the node </para>
            </item>
            <item>
              <para>Call conectPlugToValue() in <ref>connectToDependNode()</ref></para>
            </item>
            <item>
              <para>Call set*Value() in one of the do*() virtuals</para>
            </item>
          </list>
This class can work standalone or with <ref>MPxManipContainer</ref>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.getCPtr(Autodesk.Maya.OpenMayaUI.MPxManipulatorNode)">
      <param name="obj">MPxManipulatorNode</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.connectToDependNode(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method connects the manipulator to the dependency node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is a virtual method and needs to be overridden from the plug-in.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> If there are no connections between manipulator values and plug values </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="dependNode">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.preDrawUI(Autodesk.Maya.OpenMayaUI.M3dView)">
      <param name="view">M3dView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.drawUI(Autodesk.Maya.OpenMayaRender.MUIDrawManager,Autodesk.Maya.OpenMayaRender.MFrameContext)">
      <param name="drawManager">MUIDrawManager</param>
      <param name="frameContext">MFrameContext</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.draw(Autodesk.Maya.OpenMayaUI.M3dView,Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStyle,Autodesk.Maya.OpenMayaUI.M3dView+DisplayStatus)">
      <summary>
        <para>This method is overloaded to draw the manipulators. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Selection is also setup with this method using the <ref>colorAndName()</ref> method call.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <param name="view">M3dView</param>
      <param name="path">MDagPath</param>
      <param name="style">DisplayStyle</param>
      <param name="status">DisplayStatus</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.doPress(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This method gets called when the manipulator receives a mouse down event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to allow Maya to process the event also.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">the view that is active</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.doDrag(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This method gets called when the manipulator receives a mouse drag event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to allow Maya to process the event also.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">the view that is active</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.doRelease(Autodesk.Maya.OpenMayaUI.M3dView)">
      <summary>
        <para>This method gets called when the manipulator receives a mouse release event. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You should return kUnknownParameter to allow Maya to process the event also.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">the view that is active</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.doMove(Autodesk.Maya.OpenMayaUI.M3dView,System.Boolean&amp;)">
      <summary>
        <para>This method gets called when the manipulator receives a mouse move event, if the manipulator registered for mouse move events. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To register for mouse move events, invoke <ref>registerForMouseMove()</ref> in the postConstructor of your manipulator.</para>
        <para>You should return kUnknownParameter to allow Maya to process the event also.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> Allow Maya to process event </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">the view that is active </param>
      <param name="refresh">if true, refresh the view on this event. Default is false.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.finishAddingManips()">
      <summary>
        <para>This method should be called from the user-defined manipulator plug-in near the end of the connectToDependNode method so that the converter in the manipulator can be initialized. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The converter cannot be initialized until all the connections from the manip values to the plug values have been specified.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.colorAndName(Autodesk.Maya.OpenMayaUI.M3dView,System.UInt32,System.Boolean,System.Int16)">
      <summary>
        <para>This method is used to set the color of the GL component that is being drawn next. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It is also used to set GL name of the component so that picking can be supported.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="view">the view that is active </param>
      <param name="glName">GL "name" (an unsigned int) of the component. Must be unique. </param>
      <param name="glNameIsPickable">If true, the component will be pickable </param>
      <param name="colorIndex">Color to use, as provided by one of the *Color() methods in this class.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.glFirstHandle(System.UInt32&amp;)">
      <summary>
        <para>This method is used to find the unsigned int value that should be used for the first GL handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="firstHandle">Returns the first handle.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.glActiveName(System.UInt32&amp;)">
      <summary>
        <para>This method returns the unsigned int value which specifies the current active handle. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="glName">active handle</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mouseRay(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method returns the location of the mouse within a view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The location is defined by a point and a direction through the point. Both point and direction are in local space.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linePoint">local space line point of mouse </param>
      <param name="lineDirection">local direction of mouse in view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mouseRayWorld(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method returns the location of the mouse within a view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The location is defined by a point and a direction through the point. Both point and direction are in world space.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="linePoint">world space line point of mouse </param>
      <param name="lineDirection">world direction of mouse in view</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mousePosition(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>This method returns the current mouse position within a view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is in port coordinates.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x_pos">returns the x port coordinate </param>
      <param name="y_pos">returns the y port coordinate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mouseDown(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>This method returns the mouse down position within a view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is in port coordinates.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x_pos">returns the mouse down x port coordinate </param>
      <param name="y_pos">returns the mouse down y port coordinate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mouseUp(System.Int16&amp;,System.Int16&amp;)">
      <summary>
        <para>This method returns the mouse up position within a view. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The position is in port coordinates.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="x_pos">returns the mouse up x port coordinate </param>
      <param name="y_pos">returns the mouse up y port coordinate</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.registerForMouseMove()">
      <summary>
        <para>This method registers this manipulator to receive mouse move events. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>When registered, the <ref>doMove()</ref> function will be invoked on mouse move events.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.deregisterForMouseMove()">
      <summary>
        <para>This method deregisters this manipulator from receiving mouse move events. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.addDoubleValue(System.String,System.Double,System.Int32&amp;)">
      <summary>
        <para>Manipulators which call <ref>connectPlugToValue()</ref> must first create the value on the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this method to create a value of double type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueName">Name of the value. </param>
      <param name="defaultValue">Default value. </param>
      <param name="valueIndex">Index assigned to this value by Maya. Used in connectPlugToValue().</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.addPointValue(System.String,Autodesk.Maya.OpenMaya.MPoint,System.Int32&amp;)">
      <summary>
        <para>Manipulators which call <ref>connectPlugToValue()</ref> must first create the value on the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this method to create a value of double <ref>MPoint</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueName">Name of the value. </param>
      <param name="defaultValue">Default value. </param>
      <param name="valueIndex">Index assigned to this value by Maya. Used in connectPlugToValue().</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.addVectorValue(System.String,Autodesk.Maya.OpenMaya.MVector,System.Int32&amp;)">
      <summary>
        <para>Manipulators which call <ref>connectPlugToValue()</ref> must first create the value on the node. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use this method to create a value of double <ref>MVector</ref>.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueName">Name of the value. </param>
      <param name="defaultValue">Default value. </param>
      <param name="valueIndex">Index assigned to this value by Maya. Used in connectPlugToValue().</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.setDoubleValue(System.Int32,System.Double)">
      <summary>
        <para>This method is used for setting a double value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="value">the value to set it to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.setPointValue(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method is used for setting an <ref>MPoint</ref> value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="value">the value to set it to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.setVectorValue(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method is used for setting a <ref>MVector</ref> value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="value">the value to set it to</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.getDoubleValue(System.Int32,System.Boolean,System.Double&amp;)">
      <summary>
        <para>This method is used for getting a double value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="previousValue">if true, get the previous value. if false, get the current value </param>
      <param name="value">return the double value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.getPointValue(System.Int32,System.Boolean,Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>This method is used for getting a <ref>MPoint</ref> value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="previousValue">if true, get the previous value. if false, get the current value </param>
      <param name="value">return the double value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.getVectorValue(System.Int32,System.Boolean,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>This method is used for getting a <ref>MVector</ref> value associated with the manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="valueIndex">the index of the value to be set </param>
      <param name="previousValue">if true, get the previous value. if false, get the current value </param>
      <param name="value">return the double value</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.connectPlugToValue(Autodesk.Maya.OpenMaya.MPlug,System.Int32,System.Int32&amp;)">
      <summary>
        <para>This method is called in the <ref>connectToDependNode()</ref> virtual if it is implemented for the custom manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>It will connect a plug to an already added manipulator value of the same type.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to connect the value to </param>
      <param name="valueIndex">the index of the value. index is set by add*Value() method </param>
      <param name="plugIndex">a new index for the plug that is being connected</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.newManipulator(System.String,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This static function is used to create a user-defined manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The manipObject argument is set to the new manipulator node. Note that the manipName argument must be the name of a manipulator derived from <ref>MPxManipulatorNode</ref>. Also note that this method creates the newManipulator, but doesn't add it to the DAG. The primary use of this method is in conjunction with <ref>MPxSelectionContext::addManipulator</ref>, to add user-defined manipulators to a context.</para>
        <para>
          <section>
            <para>The new manipulator </para>
          </section>
        </para>
      </remarks>
      <param name="manipName">manipulator name </param>
      <param name="manipObject">manipulator object </param>
      <returns>Returns a MPxManipulatorNode.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.addDependentPlug(Autodesk.Maya.OpenMaya.MPlug)">
      <summary>
        <para>This method adds the plug to the list of those to be keyframed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The call to <ref>addDependentPlug()</ref> should happen prior to the manipulator identifying the plugs to be set. For example, if your manipulator sets plugs based on the selection list or modifier keys you could call <ref>addDependentPlug()</ref> from your <ref>doPress()</ref> method. Note that the <ref>dependentPlugsReset()</ref> method is provided to clear out the list and should be called prior to addDependentPlugs().</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="plug">the plug to keyframe when using this manipulator</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.dependentPlugsReset()">
      <summary>
        <para>This method resets the list of dependent plugs for this manipulator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Call this method prior to adding plugs via <ref>addDependentPlug()</ref> such as from your <ref>doPress()</ref> method.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.mainColor()">
      <summary>
        <para>This method returns the main color index. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.xColor()">
      <summary>
        <para>This method returns the color index of the x axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.yColor()">
      <summary>
        <para>This method returns the color index of the y axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.zColor()">
      <summary>
        <para>This method returns the color index of the z axis. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.prevColor()">
      <summary>
        <para>This method returns the previously color used by the <ref>colorAndName()</ref> method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.lineColor()">
      <summary>
        <para>This method returns the color index of a line. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.dimmedColor()">
      <summary>
        <para>This method returns the color index for a dimmed or unselectable component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.selectedColor()">
      <summary>
        <para>This method returns the color index of a selected component. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.labelColor()">
      <summary>
        <para>This method returns the color index of a label. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.labelBackgroundColor()">
      <summary>
        <para>This method returns the color index of a label background. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Int16.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.set_connectedNodes(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.get_connectedNodes()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.connectedNodes">
      <summary>
        <para>Connected node, message attribute. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxManipulatorNode.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice">
      <summary>
        <para>Midi input device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for user defined MIDI input devices.</para>
        <para>Child classes of <ref>MPxMidiInputDevice</ref> should define:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>a constructor</b> which defines number of buttons and axes </para>
            </item>
            <item>
              <para>
                <b>nameAttributes()</b> which names the buttons and axes (optional) </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>deviceState()</ref>
                </b> which turns a midi event into an <ref>MDeviceState</ref> or returns NULL if it is not a midi event from this device </para>
            </item>
          </list>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.#ctor()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.getCPtr(Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice)">
      <param name="obj">MPxMidiInputDevice</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.openDevice()">
      <summary>
        <para>Open the midi device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.closeDevice()">
      <summary>
        <para>Close the midi device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.nameAxes()">
      <summary>
        <para>Assign names to the axes of the device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.nameButtons()">
      <summary>
        <para>Assign names to the buttons of the device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.deviceState()">
      <summary>
        <para>Return the current state of the input device. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Device state object. </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MDeviceState.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.sendMessage(System.String,System.String)">
      <summary>
        <para>If this midi event belongs to this device then fiil up the <ref>MDeviceState</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Otherwise return NULL. The user should override this method.</para>
        <para>User should override this method.</para>
      </remarks>
      <param name="messageType">Message to send. </param>
      <param name="messageParams">Message parameters.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.getMessage(System.String,System.String)">
      <summary>
        <para>User should override this method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="messageType">String</param>
      <param name="messageResponse">String</param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.doButtonEvents(System.Boolean)">
      <summary>
        <para>This method is used to specify whether this device is accepting button events from its child. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.doButtonEvents()">
      <summary>
        <para>This method is used to specify whether this device is accepting button events from its child. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.doMovementEvents(System.Boolean)">
      <summary>
        <para>This method is used to specify whether this device is accepting movement input from its child. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="arg0">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.doMovementEvents()">
      <summary>
        <para>This method is used to specify whether this device is accepting movement input from its child. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxMidiInputDevice.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand">
      <summary>
        <para>Base class for editor creation commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxModelEditorCommand</ref> is the base class for user defined model editor commands. This command gives all of the flags and options of the modelEditor command in addition to any user defined flags or behaviours. When registering this command, use the MFnPlugin::MFnPlugin::registerModelEditorCommand() method. A <ref>MPx3dModelView</ref> is also required to be used with <ref>MPxModelEditorCommand</ref> and is specified when the <ref>MPxModelEditorCommand</ref> is registered. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.getCPtr(Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand)">
      <param name="obj">MPxModelEditorCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.doEditFlags()">
      <summary>
        <para>This method is called when the command is called in edit mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden by panel commands to determine which edit flags are set in conjunction with the argument parser for this command. The argument parser for this command can be obtained by calling the parser method. If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>If the command returns <ref>MS::kUnknownParameter</ref>, the flag is processed by the parent class.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> pass to the parent class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.doQueryFlags()">
      <summary>
        <para>This method is called when the command is called in query mode. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method should be overridden by panel commands to determine which query flags are set in conjunction with the argument parser for this command. The argument parser for this command can be obtained by calling the parser method. If the command is called with both the edit flag and the query flag, then the query flag will be ignored.</para>
        <para>If the command returns <ref>MS::kUnknownParameter</ref>, the flag is processed by the parent class.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kUnknownParameter</ref>
                    </b> pass to the parent class </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.appendSyntax()">
      <summary>
        <para>This method should be overridden to append syntax to the panel command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The syntax object can be obtained by calling the syntax method. The following flags cannot be used as user-defined flags as they are reserved for edit and query: "-e", "-edit", "-q", "-query".</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.skipFlagForCreate(System.String)">
      <summary>
        <para>Returns true if the passed long flag name should be skipped during the creation portion of the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Return true if the flag shoiuld be skipped during creation.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Operation successful </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="longFlag">The string containing the long flag name.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(System.Boolean)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(System.Int32)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(System.Double)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(System.String)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(Autodesk.Maya.OpenMaya.MStringArray)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(Autodesk.Maya.OpenMaya.MDoubleArray)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.setResult(Autodesk.Maya.OpenMaya.MIntArray)">
      <summary>
        <para>This method should be called when the result of the panel command is a boolean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="result">the boolean result</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.editorCommandName()">
      <summary>
        <para>Returns the name of editor command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user should override this method to return the name of their model editor command. This method is called when the model editor is being created and is used to be able to associate this command's name with that model editor.</para>
        <para>Currently this association is used by playblast to call the appropriate plugin model editor command to provide information for the (-cameraSetup) flag. An override for this method and an override for the <ref>doQueryFlags()</ref> method must be provided to support multiple camera rendering via playblast.</para>
        <para>Refer the the documentation on the modelEditor command for further information about the -cameraSetup flag.</para>
        <para>
          <section>
            <para>The name of the editor command </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.editorMenuScriptName()">
      <summary>
        <para>Returns the name of the script that should get executed to construct the menu for the editor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The script should take a string argument that holds the name of the created editor.</para>
        <para>If no script is passed, the created editor will not have a menu.</para>
        <para>
          <section>
            <para>The name of the script </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.makeModelView()">
      <summary>
        <para>This method is called when the modelEditor is being created and it can be overriden to allow the user to handle the allocation of the modelView directly. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Also, as this method exists on <ref>MPxModelEditorCommand</ref>, the user has direct access to the command line flags in create mode for the command (an example use would be to detect that a -quadbuffer flag was passed on creating the view, and you could then bring up the panel with quadbuffering enabled).</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>NULL</b> - unable to create the modelView for this command. </para>
                </item>
                <item>
                  <para>
                    <b>pointer to modelView</b> - modelView successfully created. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a MPx3dModelView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.set_modelView(Autodesk.Maya.OpenMayaUI.MPx3dModelView)">
      <param name="value">MPx3dModelView</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.get_modelView()">
      <returns>Returns a MPx3dModelView.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.get__syntax()">
      <returns>Returns a MSyntax.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.get__parser()">
      <returns>Returns a MArgParser.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.modelView">
      <summary>
        <para>Returns a pointer to the <ref>MPx3dModelView</ref> created by this command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If the <ref>MPx3dModelView</ref> was not created, NULL may be returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed</para>
                </item>
              </list>
            </para>
          </section>
          <section>
            <para>Pointer to the created <ref>MPx3dModelView</ref></para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand._syntax">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand._parser">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxModelEditorCommand.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxSelectionContext">
      <summary>
        <para>Base class for interative selection tools. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used in creating user defined tools that use the internal selection mechanism in maya. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor will only be called from <ref>MPxContextCommand::makeObj</ref>. Users must override this method. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.#ctor()">
      <summary>
        <para>Class contstructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor will only be called from <ref>MPxContextCommand::makeObj</ref>. Users must override this method. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.getCPtr(Autodesk.Maya.OpenMayaUI.MPxSelectionContext)">
      <param name="obj">MPxSelectionContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.doPress(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when any mouse button is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to do anything on a button press.</para>
        <para>The <b>event</b> can be used to get more explicit information about the press such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.doRelease(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when any mouse button is released. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing except marquee selection and should be overriden if the user needs to do anything on a button release.</para>
        <para>The <b>event</b> can be used to get more explicit information about the release such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.doDrag(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when a mouse drag event occurs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing except marquee selection and should be overriden if the user needs to do anything during a mouse drag.</para>
        <para>The <b>event</b> can be used to get more explicit information about the drag such as the cursor location. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.doHold(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called when after a mouse button is pressed but before the mouse is dragged. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing except marquee selection and should be overriden if the user needs to do anything on a button hold.</para>
        <para>The <b>event</b> can be used to get more explicit information about the hold such as the button number. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.helpStateHasChanged(Autodesk.Maya.OpenMayaUI.MEvent)">
      <summary>
        <para>This method is called whenever the help state may need to be updated. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The base method does nothing and should be overriden if the user needs to change the help information based on events.</para>
        <para>The <b>event</b> can be used to get more explicit information about the event. See <ref>MEvent</ref> for more information.</para>
      </remarks>
      <param name="arg0">MEvent</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.addManipulator(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
        <para>This method adds a manipulator to the context, and also adds the manipulator to the DAG. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Note that the manipulator should not yet be added to the DAG when this method is called.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="manipulator">the manipulator to be added to the context</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.deleteManipulators()">
      <summary>
        <para>This method deletes all the manipulators that belong to the context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.setImage(System.String,Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>This method is used to set an XPM icon image that is to be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">the name of an XPM file to be used as the icon </param>
      <param name="index">the index of the image being set; three image representations are permitted: kImage1, kImage2, kImage3</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.image(Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>This method is used to retrieve an XPM icon image that has previously been set for this tool context. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This icon image will be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command.</para>
        <para>
          <section>
            <para>String name</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index for the image being retrieved; three image representations are permitted: kImage1, kImage2, kImage3 </param>
      <returns>Returns a String.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.getImage(System.String&amp;,Autodesk.Maya.OpenMayaUI.MPxContext+ImageIndex)">
      <summary>
        <para>NO SCRIPT SUPPORT. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <b>This method is not available in Python.</b>
        </para>
        <para>This method is used to retrieve an XPM icon image that has previously been set for this tool context. This icon image will be used to represent this tool context in various places including the tool bar and can be queried from mel using the contextInfo command.</para>
        <para>
          <b>Python Notes</b>
        </para>
        <para>This method is not supported in Python. See the image function which returns a string.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> operation successful </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> operation failed </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="image">the returned name of an XPM Icon file </param>
      <param name="index">the index for the image being retrieved; three image representations are permitted: kImage1, kImage2, kImage3</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext._isSelecting()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext._startPoint()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext._lastDragPoint()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPoint.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext._newToolCommand()">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <returns>Returns a MPxToolCommand.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.abortAction()">
      <summary>
        <para>This method is called when the abort key is pressed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The default abort key in Maya is the <b>escape</b> key. Users can override this method if they wish to perform certain operations when the abort key is pressed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.processNumericalInput(Autodesk.Maya.OpenMaya.MDoubleArray,Autodesk.Maya.OpenMaya.MIntArray,System.Boolean)">
      <summary>
        <para>This method processes the input from the numerical input field. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users can override this method if they wish to process numerical input. For a given entry in the numeric input field, if the user types a dot ".", this indicates that the entry should not be modified. The overridden version of this method should take this into account using the ignoreEntry method with the flags that are passed in. The overridden version of this method should also process the numeric input as an absolute input or relative input depending on whether the isAbsolute flag is true or not. The return value should indicate whether or not the numerical input has been processed.</para>
        <para>
          <section>
            <para>
              <b>false</b> the default return value. </para>
          </section>
        </para>
      </remarks>
      <param name="values">the values from the numerical input field </param>
      <param name="flags">used in conjunction with the ignoreEntry method, determines whether or not a given entry should be ignored </param>
      <param name="isAbsolute">whether or not the input should be interpreted as absolute</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.feedbackNumericalInput()">
      <summary>
        <para>This method is called to update the numerical feedback. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The format and values for the feedback line can be set through the methods in <ref>MFeedbackLine</ref>, specifically setFormat and setValue. The return value should indicate whether or not the numerical feedback has been provided.</para>
        <para>
          <section>
            <para>
              <b>false</b> the default return value </para>
          </section>
        </para>
      </remarks>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.argTypeNumericalInput(System.UInt32)">
      <summary>
        <para>This method is used by the feedback line to determine what units to display. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users should override this method to return the appropriate argument type for the given index of the numeric input field. Specifically, this method should be overridden to return one of the following:</para>
        <para>
          <list type="bullet">
            <item>
              <para>
                <b>
                  <ref>MSyntax::kNoArg</ref>
                </b> for no argument </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kDistance</ref>
                </b> for linear units </para>
            </item>
            <item>
              <para>
                <b>
                  <ref>MSyntax::kAngle</ref>
                </b> for angular units</para>
            </item>
          </list>
          <section>
            <para>
              <b>
                <ref>MSyntax::kNoArg</ref>
              </b> the default return value </para>
          </section>
        </para>
      </remarks>
      <param name="index">the index of the numerical input whose argument type is requested</param>
      <returns>Returns a MArgType.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxSelectionContext.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxToolCommand">
      <summary>
        <para>Base class for interactive tool commands. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This is the base class for interactive tool commands.</para>
        <para>An interactive tool command is a command that can be invoked as a MEL command or from within a user defined context (see <ref>MPxContext</ref>).</para>
        <para>Tool commands have the same functionality as MPxCommands, but include several additional methods for use in interactive contexts: <em>setUpInteractive</em>, <em>cancel</em>, <em>finalize</em>, and <em>doFinalize</em>. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor should only be called from within a user context that uses this tool.</para>
        <para>The context is responsible for setting up the internal state variables for the derived tools and for creating a command string for journalling. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.#ctor()">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This constructor should only be called from within a user context that uses this tool.</para>
        <para>The context is responsible for setting up the internal state variables for the derived tools and for creating a command string for journalling. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.getCPtr(Autodesk.Maya.OpenMayaUI.MPxToolCommand)">
      <param name="obj">MPxToolCommand</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.doIt(Autodesk.Maya.OpenMaya.MArgList)">
      <summary>
        <para>This method should perform a command by setting up internal class data and then calling the <b>redoIt</b> method. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The actual action performed by the command should be done in the <b>redoIt</b> method. This is a pure virtual method, and must be overridden in derived classes.</para>
      </remarks>
      <param name="args">List of arguments passed to the command.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.cancel()">
      <summary>
        <para>This method cancels the command. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The user should override this method when the original program state needs to be restored.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.finalize()">
      <summary>
        <para>This method is used to create a string representing the command and its arguments. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Users should override this method and contruct an <ref>MArgList</ref> and then pass it to <b>doFinalize</b> for journalling.</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand._doFinalize(Autodesk.Maya.OpenMaya.MArgList)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="command">MArgList</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxToolCommand.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxToolCommand.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxUIControl">
      <summary>
        <para>Base class for control creation. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxUIControl</ref> is the base class for user defined UI. This class should never be extended. Extend the derived classes of this class. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUIControl.#ctor(System.IntPtr,System.Boolean)">
      <summary />
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUIControl.getCPtr(Autodesk.Maya.OpenMayaUI.MPxUIControl)">
      <param name="obj">MPxUIControl</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUIControl.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUIControl.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxUIControl.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxUITableControl">
      <summary>
        <para>Base class for creating new spreadsheet controls. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MPxUITableControl</ref> is the base class for creating new spreadsheet like interfaces. Every UI control has an associated command that is 'in-charge' of that control. Therefore, when creating a new table control, you will need to create an associated <ref>MPxControlCommand</ref>. Please refer to the <ref>MPxControlCommand</ref> documentation for details on how to use these class together.</para>
        <para>At a minimum, when creating a new table control, you must overload getCell( ... ). Other methods available for overloading are getLabel(...), allowEdit( ... ), allowSelection( ... ), and collapseOrExpandRow( ... ). </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You will always need to provide a constructor that takes a control command instance as an argument, and it is illegal to define your standard constructors. </para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.#ctor(Autodesk.Maya.OpenMayaUI.MPxControlCommand)">
      <summary>
        <para>Class constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>You will always need to provide a constructor that takes a control command instance as an argument, and it is illegal to define your standard constructors. </para>
      </remarks>
      <param name="arg0">MPxControlCommand</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.getCPtr(Autodesk.Maya.OpenMayaUI.MPxUITableControl)">
      <param name="obj">MPxUITableControl</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.redrawLabels(Autodesk.Maya.OpenMayaUI.MPxUITableControl+MLabelType)">
      <summary>
        <para>Tells the table control to redraw the label entries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="lt">MLabelType</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.redrawLabels()">
      <summary>
        <para>Tells the table control to redraw the label entries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.redrawCells()">
      <summary>
        <para>Tells the UI control to redraw the cells of the table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The table control maintains a database of cell entries and it will populate these entries using getCell interface.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Call was successful. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.addToSelection(System.UInt32,System.UInt32)">
      <summary>
        <para>Add the follow cell to the selection data structure. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>To keep track of which entries that should be highlighted, an internal table is maintained.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully added the selection. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid row, col entry. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="row">table row entry. </param>
      <param name="col">table col entry.</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.removeFromSelection(System.UInt32,System.UInt32)">
      <summary>
        <para>Removes the specified cell entry from the internal selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> invalid row / col entry. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully removed entry from selection list. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="row">cell row entry </param>
      <param name="column">cell column entry</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.clearSelection()">
      <summary>
        <para>Clears the selection table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This will remove all highlighted cells from the table.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> successfully removed entry from selection list. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.setSelection(System.UInt32,System.UInt32)">
      <summary>
        <para>Sets the table selection list based on the row &amp; column entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This replaces the current selection list with the new entry.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully removed entry from selection list. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid row / col entry. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="row">cell row entry </param>
      <param name="column">cell column entry</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.setSelection(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
      <summary>
        <para>Sets the table selection list based on the row &amp; column entry. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This replaces the current selection list with the new entry.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully removed entry from selection list. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Invalid row / col entry. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="firstRow">UInt32</param>
      <param name="lastRow">UInt32</param>
      <param name="firstCol">UInt32</param>
      <param name="lastCol">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.suspendUpdates(System.Boolean)">
      <summary>
        <para>When set to true, it prevents the UI from updating the table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The old suspend status is returned.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Suspend status updated. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="update">state the new suspend status. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.isSelected(System.UInt32,System.UInt32)">
      <summary>
        <para>Returns true if the specified cell is selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully returned the selected state. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="row">cell row position. </param>
      <param name="col">cell col position. </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.collapseOrExpandRow(System.UInt32)">
      <summary>
        <para>This is called when a row should be collapsed or expanded (depending on its current state). </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the action was handled. </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the action was not handled. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="row">the row to collapse.</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.set_numberOfRows(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.get_numberOfRows()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.set_numberOfColumns(System.UInt32)">
      <param name="value">UInt32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.get_numberOfColumns()">
      <returns>Returns a UInt32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxUITableControl.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxUITableControl.numberOfRows">
      <summary>
        <para>Returns the number of rows in the table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Number of rows in the table or zero on failure.</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully returned the number of rows.. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specifies the number of rows for the table. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully changed the number of rows. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxUITableControl.numberOfColumns">
      <summary>
        <para>Returns the number of columns in the table. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully returned the number of rows. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Specifies the number of columns for the table. </para>
      </summary>
      <remarks>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>
                      <ref>MS::kSuccess</ref>
                    </b> Successfully changed the number of columns. </para>
                </item>
                <item>
                  <para>
                    <b>
                      <ref>MS::kFailure</ref>
                    </b> Internal error. </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MPxUITableControl.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType">
      <summary>
        <para>Types of labels available in the control. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kNoLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kRowLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kColumnLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kAllLabels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType">
      <summary>
        <para>Types of labels available in the control. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kNoLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kRowLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kColumnLabel">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MPxUITableControl.MLabelType.kAllLabels">
      <summary>
        <para>&amp;nbsp;</para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MSelectInfo">
      <summary>
        <para>Selection state information used in <ref>MPxSurfaceShapeUI::select</ref>. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MSelectInfo</ref> is used with user defined shape selection and is passed as an argument to the <ref>MPxSurfaceShapeUI::select</ref> method. This class encapsulates all the selection state information for selected objects. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.#ctor(Autodesk.Maya.OpenMayaUI.MSelectInfo)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MSelectInfo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.getCPtr(Autodesk.Maya.OpenMayaUI.MSelectInfo)">
      <param name="obj">MSelectInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectable(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Given the selection mask, this method determines if the object is selectable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the object is selectable </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the object not is selectable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="mask">selection mask</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectableComponent(System.Boolean,Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Given the selection mask, this method determines if the component is selectable. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the component is selectable </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the component not is selectable </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="displayed">is the component displayed </param>
      <param name="mask">selection mask</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectRect(System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;,System.UInt32&amp;)">
      <summary>
        <para>Get the current selection rectangle dimensions. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para />
      </remarks>
      <param name="x">Lower left corner of the selection rectangle (x coordinate). </param>
      <param name="y">Lower left corner of the selection rectangle (y coordinate). </param>
      <param name="width">Width of the selection rectangle. </param>
      <param name="height">Height of the selection rectangle. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.getLocalRay(Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MVector)">
      <summary>
        <para>Get the selection ray. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method isused to find ray object intersection.</para>
        <para />
      </remarks>
      <param name="arg0">MPoint</param>
      <param name="arg1">MVector</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectForHilite(Autodesk.Maya.OpenMaya.MSelectionMask)">
      <summary>
        <para>Give the selection mask, can this object be selected for the hilite list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> can select for hilite </para>
                </item>
                <item>
                  <para>
                    <b>false</b> can't select for hilite </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="arg0">MSelectionMask</param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.addSelection(Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPoint,Autodesk.Maya.OpenMaya.MSelectionList,Autodesk.Maya.OpenMaya.MPointArray,Autodesk.Maya.OpenMaya.MSelectionMask,System.Boolean)">
      <summary>
        <para>Adds components or objects to the active selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>For an example of how this is used please refer to the method definition apiMeshShapeUI::select() in the devkit example code apiMeshShape.cpp.</para>
        <para />
      </remarks>
      <param name="item">The component or object to add to the list </param>
      <param name="point">The world space point representing the selected object. This is used during single-click selection when the click overlaps multiple objects in order to determine which point is closest to the camera. </param>
      <param name="list">The selection list to add the item(s) to </param>
      <param name="points">A copy of the points of all currently selected components in the list (if components are selected) </param>
      <param name="mask">Mask used to determine selection priority </param>
      <param name="isComponent">Indicates whether item to be added is an object or a component </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.setSnapPoint(Autodesk.Maya.OpenMaya.MPoint)">
      <summary>
        <para>When a snapping operation is being performed the shape's overridden <ref>MPxSurfaceShapeUI::snap()</ref> method can call this method to set the point to be snapped to. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>If <ref>setSnapPoint()</ref> is called multiple times then the point passed in which is nearest to the current cursor location will be used. So the shape can either compute the snap point itself and call <ref>setSnapPoint()</ref> once or it can make a series of calls and let <ref>setSnapPoint()</ref> determine the closest of those for itself.</para>
        <para>
          <section>
            <para>The point must be given in world space coordinates..</para>
          </section>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the point is closer </para>
                </item>
                <item>
                  <para>
                    <b>false</b> the point isn't closest </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
      <param name="point">The point to be snapped to </param>
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_singleSelection()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_selectClosest()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_isRay()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_alignmentMatrix()">
      <returns>Returns a MMatrix.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_selectOnHilitedOnly()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.set_highestPriority(System.Int32)">
      <param name="value">Int32</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_highestPriority()">
      <returns>Returns a Int32.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_selectPath()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MSelectInfo.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.singleSelection">
      <summary>
        <para>This method determines if we want to select a single object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> a single object should be selected </para>
                </item>
                <item>
                  <para>
                    <b>false</b> do not want to select a single object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectClosest">
      <summary>
        <para>Determines if we want to select the closest object. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> the closest object should be selected </para>
                </item>
                <item>
                  <para>
                    <b>false</b> do not want to select the closest object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.isRay">
      <summary>
        <para>Is there a selection ray. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method isused to find ray object intersection.</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> there is a selection ray </para>
                </item>
                <item>
                  <para>
                    <b>false</b> there is no selection ray </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.alignmentMatrix">
      <summary>
        <para>Returns the alignment matrix. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This method is used to find ray object intersection.</para>
        <para>
          <section>
            <para>The alignment matrix </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectOnHilitedOnly">
      <summary>
        <para>This means that you can only select components if the object is hilited. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>
              <list type="bullet">
                <item>
                  <para>
                    <b>true</b> can only select components if object is hilited </para>
                </item>
                <item>
                  <para>
                    <b>false</b> can select components for non-hilited object </para>
                </item>
              </list>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.highestPriority">
      <summary>
        <para>Returns the highest selection priority value. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The priority value </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the highest selection priority value. </para>
      </summary>
      <remarks>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.selectPath">
      <summary>
        <para>Returns a path to the item that is being selected. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>A path to the item being selected </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MSelectInfo.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo">
      <summary>
        <para>Drawing state for drawing to the UV texture window with custom shapes. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used by drawUV method of <ref>MPxSurfaceShapeUI</ref> to specify the current UV drawing state for a user defined shape. API users must override the canDrawUV method on <ref>MPxSurfaceShapeUI</ref> to recieve drawUV calls. The only situation where the drawing style can change is during a selection event. However, selection events are currently not passed onto the API user. Therefore, most of the functionality in this class is place holder for future work.</para>
        <para>
          <section>
            <para>
              <ref>MPxSurfaceShapeUI</ref>
            </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.#ctor(System.IntPtr,System.Boolean)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.#ctor()">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.#ctor(Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo)">
      <summary>
        <para>Constructor. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
      <param name="arg0">MTextureEditorDrawInfo</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.getCPtr(Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo)">
      <param name="obj">MTextureEditorDrawInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.setDrawingFunction(Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo+DrawingFunction)">
      <summary>
        <para>Sets the current drawing state. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Currently the API user is unable to set these values. All drawing state values are determined internally and passed onto the API programmer.</para>
        <para />
      </remarks>
      <param name="func">drawing function. </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.set_drawingFunction(Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo+DrawingFunction)">
      <param name="value">DrawingFunction</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.get_drawingFunction()">
      <returns>Returns a DrawingFunction.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.drawingFunction">
      <summary>
        <para>Indicates the current drawing state for a drawUV method call. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The current drawing function. </para>
          </section>
        </para>
      </remarks>
      <summary>
        <para>Sets the current drawing state. </para>
      </summary>
      <remarks>
        <para>Currently the API user is unable to set these values. All drawing state values are determined internally and passed onto the API programmer.</para>
        <para />
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>Name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction">
      <summary>
        <para>Draw modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFunctionFirst">
      <summary>
        <para>Lowest possible enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawWireframe">
      <summary>
        <para>Draw wireframe only (default) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawEverything">
      <summary>
        <para>Draw vertices, uvs, faces, and edges. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawVertexForSelect">
      <summary>
        <para>Draw vertices for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawEdgeForSelect">
      <summary>
        <para>Draw edges for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFacetForSelect">
      <summary>
        <para>Draw faces for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawUVForSelect">
      <summary>
        <para>Draw uvs for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFunctionLast">
      <summary>
        <para>Highest possible enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction">
      <summary>
        <para>Draw modes. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFunctionFirst">
      <summary>
        <para>Lowest possible enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawWireframe">
      <summary>
        <para>Draw wireframe only (default) </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawEverything">
      <summary>
        <para>Draw vertices, uvs, faces, and edges. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawVertexForSelect">
      <summary>
        <para>Draw vertices for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawEdgeForSelect">
      <summary>
        <para>Draw edges for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFacetForSelect">
      <summary>
        <para>Draw faces for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawUVForSelect">
      <summary>
        <para>Draw uvs for selection. </para>
      </summary>
      <remarks />
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MTextureEditorDrawInfo.DrawingFunction.kDrawFunctionLast">
      <summary>
        <para>Highest possible enum value. </para>
      </summary>
      <remarks />
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MToolsInfo">
      <summary>
        <para>Tool information. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <ref>MToolsInfo</ref> is a caretaker class used to keep track of the state of the current tool property sheet. The tool writer should make sure to call the setDirtyFlag method when any of the values are modified. The dirty flag is used to indicate that the UI needs to be updated when the value of a tool property sheet option has changed. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.getCPtr(Autodesk.Maya.OpenMayaUI.MToolsInfo)">
      <param name="obj">MToolsInfo</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.setDirtyFlag(Autodesk.Maya.OpenMayaUI.MPxContext)">
      <summary>
        <para>This method should be called by a tool when the value of a tool property sheet option has changed. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>The dirty flag will only be set if this is the current tool.</para>
        <para />
      </remarks>
      <param name="context">the context whose value has changed </param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.resetDirtyFlag()">
      <summary>
        <para>This method resets the dirty flag, such that the state becomes clean. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.get_isDirty()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MToolsInfo.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MToolsInfo.isDirty">
      <summary>
        <para>This method returns whether or not the dirty flag is set. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>true if the dirty flag is set, false otherwise. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MToolsInfo.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MUiMessage">
      <summary>
        <para>UI messages. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is used to register callbacks to track the deletion of UI objects.</para>
        <para>The first parameter passed to the add callback method is the name of the UI that will trigger the callback.</para>
        <para>The method returns an id which is used to remove the callback.</para>
        <para>To remove a callback use <ref>MMessage::removeCallback</ref>.</para>
        <para>All callbacks that are registered by a plug-in must be removed by that plug-in when it is unloaded. Failure to do so will result in a fatal error. </para>
      </remarks>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MUiMessage.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MUiMessage.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MUiMessage.getCPtr(Autodesk.Maya.OpenMayaUI.MUiMessage)">
      <param name="obj">MUiMessage</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MUiMessage.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.MUiMessage.get_className()">
      <returns>Returns a String.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MUiMessage.className">
      <summary>
        <para>Returns the name of this class. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>
          <section>
            <para>The name of this class. </para>
          </section>
        </para>
      </remarks>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.UiDeleted" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.CameraChanged" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewDestroyMsg" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewPreRenderMsg" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewPostRenderMsg" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewPreMultipleDrawPassMsg" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewPostMultipleDrawPassMsg" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewRendererChanged" />
    <member name="F:Autodesk.Maya.OpenMayaUI.MUiMessage.ThreedViewRenderOverrideChanged" />
    <member name="T:Autodesk.Maya.OpenMayaUI.RenderParameters" />
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.getCPtr(Autodesk.Maya.OpenMayaUI.RenderParameters)">
      <param name="obj">RenderParameters</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.set_baseColor(Autodesk.Maya.OpenMaya.MColor)">
      <param name="value">MColor</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.get_baseColor()">
      <returns>Returns a MColor.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.set_unfiltered(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.get_unfiltered()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.set_showAlphaMask(System.Boolean)">
      <param name="value">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.RenderParameters.get_showAlphaMask()">
      <returns>Returns a Boolean.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.RenderParameters.baseColor" />
    <member name="P:Autodesk.Maya.OpenMayaUI.RenderParameters.unfiltered" />
    <member name="P:Autodesk.Maya.OpenMayaUI.RenderParameters.showAlphaMask" />
    <member name="T:Autodesk.Maya.OpenMayaUI.ShaderContext" />
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.#ctor(System.IntPtr,System.Boolean)">
      <param name="cPtr">IntPtr</param>
      <param name="cMemoryOwn">Boolean</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.#ctor()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.getCPtr(Autodesk.Maya.OpenMayaUI.ShaderContext)">
      <param name="obj">ShaderContext</param>
      <returns>Returns a HandleRef.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.Dispose()" />
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.set_path(Autodesk.Maya.OpenMaya.MDagPath)">
      <param name="value">MDagPath</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.get_path()">
      <returns>Returns a MDagPath.</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.set_shadingEngine(Autodesk.Maya.OpenMaya.MObject)">
      <param name="value">MObject</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.ShaderContext.get_shadingEngine()">
      <returns>Returns a MObject.</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.ShaderContext.path" />
    <member name="P:Autodesk.Maya.OpenMayaUI.ShaderContext.shadingEngine" />
    <member name="T:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.&lt;iter&gt;5__1" />
    <member name="T:Autodesk.Maya.MetaData.Associations+&lt;GetEnumerator&gt;d__3" />
    <member name="M:Autodesk.Maya.MetaData.Associations+&lt;GetEnumerator&gt;d__3.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;GetEnumerator&gt;d__3.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;GetEnumerator&gt;d__3.&lt;iter&gt;5__4" />
    <member name="T:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Channel&gt;&gt;.GetEnumerator&gt;d__6" />
    <member name="M:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Channel&gt;&gt;.GetEnumerator&gt;d__6.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Channel&gt;&gt;.GetEnumerator&gt;d__6.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Associations+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Channel&gt;&gt;.GetEnumerator&gt;d__6.&lt;iter&gt;5__7" />
    <member name="T:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.String&gt;.GetEnumerator&gt;d__0.&lt;iter&gt;5__1" />
    <member name="T:Autodesk.Maya.MetaData.Channel+&lt;GetEnumerator&gt;d__3" />
    <member name="M:Autodesk.Maya.MetaData.Channel+&lt;GetEnumerator&gt;d__3.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;GetEnumerator&gt;d__3.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;GetEnumerator&gt;d__3.&lt;iter&gt;5__4" />
    <member name="T:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Stream&gt;&gt;.GetEnumerator&gt;d__6" />
    <member name="M:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Stream&gt;&gt;.GetEnumerator&gt;d__6.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Stream&gt;&gt;.GetEnumerator&gt;d__6.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Channel+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;System.String\,Autodesk.Maya.MetaData.Stream&gt;&gt;.GetEnumerator&gt;d__6.&lt;iter&gt;5__7" />
    <member name="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray+&lt;GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray+&lt;GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray+&lt;GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray+&lt;GetEnumerator&gt;d__0.&lt;i&gt;5__1" />
    <member name="T:Autodesk.Maya.OpenMaya.MAttributePatternArray+&lt;GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray+&lt;GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributePatternArray+&lt;GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.OpenMaya.MAttributePatternArray+&lt;GetEnumerator&gt;d__0.&lt;i&gt;5__1" />
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeSpecArray+&lt;GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray+&lt;GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeSpecArray+&lt;GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.OpenMaya.MAttributeSpecArray+&lt;GetEnumerator&gt;d__0.&lt;i&gt;5__1" />
    <member name="T:Autodesk.Maya.OpenMaya.MCallbackIdArray+&lt;GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray+&lt;GetEnumerator&gt;d__0.#ctor(System.Int32)">
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    <member name="F:Autodesk.Maya.MetaData.Stream+&lt;GetEnumerator&gt;d__3.&lt;iter&gt;5__4" />
    <member name="T:Autodesk.Maya.MetaData.Stream+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,Autodesk.Maya.MetaData.Handle&gt;&gt;.GetEnumerator&gt;d__6" />
    <member name="M:Autodesk.Maya.MetaData.Stream+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,Autodesk.Maya.MetaData.Handle&gt;&gt;.GetEnumerator&gt;d__6.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Stream+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,Autodesk.Maya.MetaData.Handle&gt;&gt;.GetEnumerator&gt;d__6.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Stream+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,Autodesk.Maya.MetaData.Handle&gt;&gt;.GetEnumerator&gt;d__6.&lt;iter&gt;5__7" />
    <member name="T:Autodesk.Maya.MetaData.StreamForType`1+&lt;GetEnumerator&gt;d__0" />
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1+&lt;GetEnumerator&gt;d__0.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;GetEnumerator&gt;d__0.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;GetEnumerator&gt;d__0.&lt;iter&gt;5__1" />
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;GetEnumerator&gt;d__0.&lt;obj&gt;5__2" />
    <member name="T:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4" />
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4.&lt;keyvalue&gt;5__5" />
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4.&lt;obj&gt;5__6" />
    <member name="F:Autodesk.Maya.MetaData.StreamForType`1+&lt;System.Collections.Generic.IEnumerable&lt;System.Collections.Generic.KeyValuePair&lt;Autodesk.Maya.MetaData.Index\,T&gt;&gt;.GetEnumerator&gt;d__4.&lt;&gt;7__wrap7" />
    <member name="T:Autodesk.Maya.MetaData.Structure+&lt;GetEnumerator&gt;d__1" />
    <member name="M:Autodesk.Maya.MetaData.Structure+&lt;GetEnumerator&gt;d__1.#ctor(System.Int32)">
      <param name="&lt;&gt;1__state">Int32</param>
    </member>
    <member name="F:Autodesk.Maya.MetaData.Structure+&lt;GetEnumerator&gt;d__1.&lt;&gt;4__this" />
    <member name="F:Autodesk.Maya.MetaData.Structure+&lt;GetEnumerator&gt;d__1.&lt;iter&gt;5__2" />
    <member name="T:Autodesk.Maya.MetaData.Associations">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.MetaData.Associations&quot;]/*" />
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate Channel elements
            <code>
            Associations metadata = ...;
            foreach( Channel channel in metadata )
            {
               ...
            }
            </code>
            The following shows how you can get to a specific channel given its name
            <code>
            Associations metadata = ...;
            Channel channel = metadata["vertex"];
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.ContainsKey(System.String)">
      <summary>
            Determines whether the Associations contains a channel with the specified name
            </summary>
      <param name="chnName">The name of the channel to locate in the Associations</param>
      <returns>true if the Associations contains a channel with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">chnName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.TryGetValue(System.String,Autodesk.Maya.MetaData.Channel@)">
      <summary>
            Gets the channel with the specified name
            </summary>
      <param name="chnName">The name of the channel to locate in the Associations</param>
      <param name="value">The channel found if any; otherwise, null</param>
      <returns>true if the Associations contains a channel with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">chnName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.Add(System.String,Autodesk.Maya.MetaData.Channel)">
      <summary>
            Adds a channel with the provided name and value to the Associations
            </summary>
      <param name="chnName">The name of the channel to add</param>
      <param name="value">The channel to add</param>
      <exception cref="T:System.ArgumentNullException">chnName is null.</exception>
      <exception cref="T:System.ArgumentException">A channel with the same name already exists.</exception>
      <exception cref="T:System.ArgumentException">The name property of the specified channel is not the same as chnName.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.Remove(System.String)">
      <summary>
            Removes the channel with the specified name from the Associations
            </summary>
      <param name="chnName">The name of the channel to locate in the Associations</param>
      <returns>true if the Associations contains a channel with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">chnName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.GetEnumerator">
      <summary>
            Enumerates all the channels
            </summary>
      <returns>The channel enumerator</returns>
      <example>
            This sample shows how to enumerate channels on a Associations object
            <code>
            Assocations metadata;
            foreach( Channel chnl in metadata )
            {
            ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Associations.Clear">
      <summary>
            Removes all the channels from the Associations
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Associations.Item(System.String)">
      <summary>
            Sets or gets the channel with the specified name in the Associations
            </summary>
      <value>The channel found with the specified name in the Associations.</value>
      <param name="chnName">The name of the channel to set or get</param>
      <exception cref="T:System.ArgumentNullException">chnName is null.</exception>
      <exception cref="T:System.ArgumentException">The name property of the specified channel being set is not the same as the specified name.</exception>
      <exception cref="T:System.Collections.Generic.KeyNotFoundException">There is no channel to get with the specified name.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Associations.Keys">
      <summary>
            Gets the channel names as a read-only collection
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Associations.Values">
      <summary>
            Gets the channels as a read-only collection
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Associations.Count">
      <summary>
            Gets the number of channels in this Associations.
            </summary>
    </member>
    <member name="T:Autodesk.Maya.MetaData.Channel">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.MetaData.Channel&quot;]/*" />
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate Stream elements
            <code>
            Channel channel = ...;
            foreach( Stream strm in channel )
            {
               ...
            }
            </code>
            The following shows how you can get to a specific stream given its name
            <code>
            Channel channel = ...;
            Stream strm = channel["myStream"];
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.ContainsKey(System.String)">
      <summary>
            Determines whether the Channel contains a stream with the specified name
            </summary>
      <param name="strmName">The name of the stream to locate in the Channel</param>
      <returns>true if the Channel contains a stream with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">strmName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.TryGetValue(System.String,Autodesk.Maya.MetaData.Stream@)">
      <summary>
            Gets the stream with the specified name, you can wrap it with <seealso cref="T:Autodesk.Maya.MetaData.StreamForType`1" /> if the Structure matches a .net type.
            </summary>
      <param name="strmName">The name of the stream to locate in the Channel</param>
      <param name="value">The stream found if any; otherwise, null</param>
      <returns>true if the Channel contains a stream with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">strmName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.Add(System.String,Autodesk.Maya.MetaData.Stream)">
      <summary>
            Adds a stream with the provided name and value to the Channel
            </summary>
      <param name="strmName">The name of the stream to add</param>
      <param name="value">The stream to add</param>
      <exception cref="T:System.ArgumentNullException">strmName is null.</exception>
      <exception cref="T:System.ArgumentException">A stream with the same name already exists.</exception>
      <exception cref="T:System.ArgumentException">The name property of the specified stream is not the same as strmName.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.Remove(System.String)">
      <summary>
            Removes the stream with the specified name from the Channel
            </summary>
      <param name="strmName">The name of the stream to locate in the Channel</param>
      <returns>true if the Channel contains a stream with the specified name; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">strmName is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.GetEnumerator">
      <summary>
            Enumerates all the streams, you can wrap each stream with <seealso cref="T:Autodesk.Maya.MetaData.StreamForType`1" /> if the Structure matches a .net type.
            </summary>
      <returns>The stream enumerator</returns>
      <example>
            This sample shows how to enumerate streams on a Channel object
            <code>
            Channel chnl;
            foreach( Stream strm in chnl )
            {
            ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.Clear">
      <summary>
            Removes all the streams from the Channel
            </summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Channel.setDataStream``1(Autodesk.Maya.MetaData.StreamForType{``0})">
      <summary>
            This creates a copy of the specified stream, adds it in the channel and returns the copy.
            </summary>
      <typeparam name="T">The .net type that defines the structure of each element in the stream</typeparam>
      <param name="newStream">The stream to copy and add in the Channel</param>
      <returns>The new stream (copied from the specified stream) that was added in the channel</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Channel.Item(System.String)">
      <summary>
            Sets or gets the stream with the specified name in the Channel, you can wrap the returned Stream with <seealso cref="T:Autodesk.Maya.MetaData.StreamForType`1" /> if the Structure matches a .net type.
            </summary>
      <param name="strmName">The name of the stream to set or get</param>
      <exception cref="T:System.ArgumentNullException">strmName is null.</exception>
      <exception cref="T:System.ArgumentException">The name property of the specified stream being set is not the same as the specified name.</exception>
      <exception cref="T:System.Collections.Generic.KeyNotFoundException">There is no stream to get with the specified name.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Channel.Keys">
      <summary>
            Gets the stream names as a read-only collection
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Channel.Values">
      <summary>
            Gets the streams as a read-only collection, you can wrap it with <seealso cref="T:Autodesk.Maya.MetaData.StreamForType`1" /> if the Structure matches a .net type.
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Channel.Count">
      <summary>
            Gets the number of streams in this Channel.
            </summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Handle.SetFromDotNetObject(System.Object,Autodesk.Maya.MetaData.Structure)">
      <summary>
            Copies the content of the specified Object into this Handle.
            </summary>
      <remarks>
            This is possible only if the members in the specified Structure matches the members in the type of the specified Object.
            This is the case if the specified Structure has been created using the StructureClass assembly attribute like in:
            [assembly: StructureClass(typeof(MyNamespace.dotNetObjClass))]
            </remarks>
      <param name="dotNetObj">The source object whose content will be copied into this Handle</param>
      <param name="structure">The structure of the data for this handle.</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Handle.CopyToDotNetObject(System.Object,Autodesk.Maya.MetaData.Structure)">
      <summary>
            Copies the content of this Handle to the specified Object.
            </summary>
      <remarks>
            This is possible only if the members in the specified Structure matches the members in the type of the specified Object.
            This is the case if the specified Structure has been created using the StructureClass assembly attribute like in:
            [assembly: StructureClass(typeof(MyNamespace.dotNetObjClass))]
            </remarks>
      <param name="dotNetObj">The destination object whose content will be replaced by the content of this Handle</param>
      <param name="structure">The structure of the data for this handle.</param>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asBooleanArray">
      <summary>
            Sets or gets the member data as an array of bool
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asDoubleArray">
      <summary>
            Sets or gets the member data as an array of double
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asFloatArray">
      <summary>
            Sets or gets the member data as an array of float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asDoubleMatrix4x4">
      <summary>
            Sets or gets the member data as an array of double
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asFloatMatrix4x4">
      <summary>
            Sets or gets the member data as an array of float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt8Array">
      <summary>
            Sets or gets the member data as an array of schar
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt16Array">
      <summary>
            Sets or gets the member data as an array of short
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt32Array">
      <summary>
            Sets or gets the member data as an array of int
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt64Array">
      <summary>
            Sets or gets the member data as an array of long
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt8Array">
      <summary>
            Sets or gets the member data as an array of byte
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt16Array">
      <summary>
            Sets or gets the member data as an array of ushort
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt32Array">
      <summary>
            Sets or gets the member data as an array of uint
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt64Array">
      <summary>
            Sets or gets the member data as an array of ulong
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asBoolean">
      <summary>
            Sets or gets the member as a boolean
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asDouble">
      <summary>
            Sets or gets the member as a double
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asFloat">
      <summary>
            Sets or gets the member as a float
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt8">
      <summary>
            Sets or gets the member as a sbyte
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt16">
      <summary>
            Sets or gets the member as a short
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt32">
      <summary>
            Sets or gets the member as a int
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asInt64">
      <summary>
            Sets or gets the member as a long
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt8">
      <summary>
            Sets or gets the member as a byte
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt16">
      <summary>
            Sets or gets the member as a ushort
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt32">
      <summary>
            Sets or gets the member as a uint
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asUInt64">
      <summary>
            Sets or gets the member as a ulong
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asStringArray">
      <summary>
            Sets or gets the member as an array of string
            </summary>
      <exception cref="T:System.ArgumentException">The size of the specified array doesnt match the structure member.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asString">
      <summary>
            Sets or gets the member as a string
            </summary>
      <exception cref="T:System.ApplicationException">The member is an array with a size greater than 1.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Handle.asType">
      <summary>
            Sets or gets the member as a .NET Array
            </summary>
      <exception cref="T:System.ArgumentException">The size of the specified array doesnt match the structure member.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(System.UInt32)~Autodesk.Maya.MetaData.Index">
      <summary>
            Implicit cast from uint to Index
            </summary>
      <param name="i">The uint to cast</param>
      <returns>The Index requested</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(System.Int32)~Autodesk.Maya.MetaData.Index">
      <summary>
            Implicit cast from int to Index
            </summary>
      <param name="i">The int to cast</param>
      <returns>The Index requested</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(System.String)~Autodesk.Maya.MetaData.Index">
      <summary>
            Implicit cast from string to Index
            </summary>
      <param name="key">The string to cast</param>
      <returns>The Index requested</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(Autodesk.Maya.MetaData.Index)~System.UInt32">
      <summary>
            Implicit cast from Index to uint
            </summary>
      <param name="idx">The Index to cast</param>
      <returns>The uint requested</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(Autodesk.Maya.MetaData.Index)~System.Int32">
      <summary>
            Implicit cast from Index to int
            </summary>
      <param name="idx">The Index to cast</param>
      <returns>The int requested</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Index.op_Implicit(Autodesk.Maya.MetaData.Index)~System.String">
      <summary>
            Implicit cast from Index to string
            </summary>
      <param name="idx">The Index to cast</param>
      <returns>The string requested</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3">
      <summary>
            This general .NET class should be used by a dictionary class to provide a default implementation for the read-only property <see cref="P:System.Collections.Generic.IDictionary`2.Keys" /><para>
            It takes care of implementing the interface <see cref="T:System.Collections.Generic.ICollection`1" /> required by the Keys property
            </para>
            The only requirement is that the dictionary also supports <see cref="T:System.Collections.Generic.IEnumerable`1" /> (in addition to <see cref="T:System.Collections.Generic.IDictionary`2" /> of course)
            <para>
            The Keys property can then be implemented by doing "get { return new ReadOnlyKeyCollectionFromDictionary(this); }" in the dictionary class.
            </para></summary>
      <typeparam name="TDictionary">The dictionary class</typeparam>
      <typeparam name="TKey">The type used for the key in your dictionary</typeparam>
      <typeparam name="TValue">The type used for the value in your dictionary</typeparam>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.#ctor(`0)">
      <summary>
            Creates a new instance that simply wraps the specified dictionary
            </summary>
      <param name="inDictionary">The dictionary to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.Contains(`1)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.CopyTo(`1[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.GetEnumerator">
      <summary>
            Enables one do do: foreach( TKey key in ... )
            </summary>
      <returns>The enumerator of TKey</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.ReadOnlyKeyCollectionFromDictionary`3.Count">
      <inheritdoc />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3">
      <summary>
            This general .NET class should be used by a dictionary class to provide a default implementation for the read-only property <see cref="P:System.Collections.Generic.IDictionary`2.Values" /><para>
            It takes care of implementing the interface <see cref="T:System.Collections.Generic.ICollection`1" /> required by the Values property
            </para>
            The only requirement is that the dictionary also supports <see cref="T:System.Collections.Generic.IEnumerable`1" /> (in addition to <see cref="T:System.Collections.Generic.IDictionary`2" /> of course)
            <para>
            The Values property can then be implemented by doing "get { return new ReadOnlyValueCollectionFromDictionary(this); }" in the dictionary class.
            </para></summary>
      <typeparam name="TDictionary">The dictionary class</typeparam>
      <typeparam name="TKey">The type used for the key in your dictionary</typeparam>
      <typeparam name="TValue">The type used for the value in your dictionary</typeparam>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.#ctor(`0)">
      <summary>
            Creates a new instance that simply wraps the specified dictionary
            </summary>
      <param name="inDictionary">The dictionary to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.Contains(`2)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.CopyTo(`2[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.GetEnumerator">
      <summary>
            Enables one do do: foreach( TValue value in ... )
            </summary>
      <returns>The enumerator of TValue</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.ReadOnlyValueCollectionFromDictionary`3.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.M3dView.Camera">
      <summary>
            Sets or gets the camera of the 3D view
            </summary>
      <value>The camera as a MDagPath</value>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.#ctor(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.IndexOf(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Insert(System.Int32,Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Add(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Contains(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.CopyTo(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Remove(Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItem)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MAnimCurveClipboardItemArray.Item(System.Int32)">
      <summary>
            Sets or gets a MAnimCurveClipboardItem element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgDatabase.SelectionObjects">
      <summary>
            Returns the content of the database as a <see cref="T:Autodesk.Maya.OpenMaya.MSelectionList" /></summary>
      <value>A selection list containing all the objects of the database</value>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MArgDatabase.objects">
      <summary>
            Returns the content of the database as a <see cref="T:Autodesk.Maya.OpenMaya.MStringArray" /></summary>
      <value>An array of strings for all the objects of the database</value>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributePatternArray">
      <summary>
        <para>Indexable Array of attribute patterns. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for manipulating arrays of attribute patterns.</para>
        <para>Arrays of attribute patterns are used when constructing pattern lists from a string or file description. Since there's no way of knowing in advance how many will be created from a given description this general purpose array was needed.</para>
        <para>The length of the array adjusts automatically. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MAttributePatternArray myAttributePatternArray = ...;
            foreach( MAttributePattern pattern in myAttributePatternArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MAttributePatternArray myAttributePatternArray = ...;
            var patternsWithAttributes = myAttributePatternArray.Where( ( MAttributePattern pattern ) =&gt; pattern.rootAttrCount &gt; 0 );
            foreach( MAttributePattern pattern in patternsWithAttributes )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.#ctor(Autodesk.Maya.OpenMaya.MAttributePattern[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MAttributePattern" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.get(Autodesk.Maya.OpenMaya.MAttributePattern[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MAttributePattern" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MAttributePattern" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.IndexOf(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MAttributePattern)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Add(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Contains(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.CopyTo(Autodesk.Maya.OpenMaya.MAttributePattern[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributePatternArray.Remove(Autodesk.Maya.OpenMaya.MAttributePattern)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributePatternArray.Item(System.Int32)">
      <summary>
            Sets or gets a MAttributePattern element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MAttributeSpecArray">
      <summary>
        <para>An attribute specification array. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Array class for <ref>MAttributeSpec</ref>.</para>
        <para>See <ref>MAttributeSpec</ref> for more information. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MAttributeSpecArray myAttributeSpecArray = ...;
            foreach( MAttributeSpec spec in myAttributeSpecArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MAttributeSpecArray myAttributeSpecArray = ...;
            var specsDimension1 = myAttributeSpecArray.Where( ( MAttributeSpec spec ) =&gt; spec.dimensions == 1 );
            foreach( MAttributeSpec spec in specsDimension1 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.#ctor(Autodesk.Maya.OpenMaya.MAttributeSpec[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MAttributeSpec" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.get(Autodesk.Maya.OpenMaya.MAttributeSpec[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MAttributeSpec" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MAttributeSpec" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.System#Collections#IEnumerable#GetEnumerator">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.IndexOf(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Add(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Contains(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.CopyTo(Autodesk.Maya.OpenMaya.MAttributeSpec[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Remove(Autodesk.Maya.OpenMaya.MAttributeSpec)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpecArray.Item(System.Int32)">
      <summary>
            Sets or gets a MAttributeSpec element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCallbackIdArray">
      <summary>
        <para>Array of MCallbackId data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MCallbackId. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MCallbackIdArray myCallbackIdArray = ...;
            foreach( ulong id in myCallbackIdArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MCallbackIdArray myCallbackIdArray = ...;
            var callbacksWithIDGT10 = myCallbackIdArray.Where( ( ulong id ) =&gt; id &gt; 10 );
            foreach( ulong id in callbacksWithIDGT10 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( ulong item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.IndexOf(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Insert(System.Int32,System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Add(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Contains(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.CopyTo(System.UInt64[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCallbackIdArray.Remove(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCallbackIdArray.Item(System.Int32)">
      <summary>
            Sets or gets a MCallbackId elements of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MColorArray">
      <summary>
        <para>Array of <ref>MColor</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MColor</ref>'s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MColorArray myColorArray = ...;
            foreach( MColor color in myColorArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MColorArray myColorArray = ...;
            var redColors = myColorArray.Where( ( MColor color ) =&gt; color.r == 1.0 );
            foreach( MColor color in redColors )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.#ctor(Autodesk.Maya.OpenMaya.MColor[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MColor" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.get(Autodesk.Maya.OpenMaya.MColor[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MColor" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MColor" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.IndexOf(Autodesk.Maya.OpenMaya.MColor)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MColor)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Add(Autodesk.Maya.OpenMaya.MColor)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Contains(Autodesk.Maya.OpenMaya.MColor)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.CopyTo(Autodesk.Maya.OpenMaya.MColor[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MColorArray.Remove(Autodesk.Maya.OpenMaya.MColor)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColorArray.Item(System.Int32)">
      <summary>
            Sets or gets a MColor element of the array
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.NodeLockDAGQuery">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeLockDAGQuery
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.ParentAddedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentAddedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.ParentRemovedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentRemovedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.ChildAddedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildAddedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.ChildRemovedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildRemovedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.ChildReorderedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildReorderedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.AllDagChangesDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AllDagChangesDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.InstanceAddedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceAddedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.InstanceRemovedDagPath">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceRemovedDagPath
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagPath.WorldMatrixModified">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event WorldMatrixModified
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDagPathArray">
      <summary>
        <para>Indexable Array of DAG Paths. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Provides methods for manipulating arrays of DAG Paths.</para>
        <para>Arrays of DAG Paths are useful for storing and manipluating multiple Paths to a particular DAG Node. The DAG Path method <ref>MDagPath::getAllPathsTo()</ref> and DAG Node Function Set method <ref>MFnDagNode::getAllPaths()</ref> implicitly return an array of DAG Paths.</para>
        <para>These arrays may also be used to manage Paths for a number of different Nodes.</para>
        <para>DAG Path arrays are used in conjunction with DAG Paths (<ref>MDagPath</ref>) and individual elements of the arrays can be parameters to some methods of the DAG Node Function Set (<ref>MFnDagNode</ref>).</para>
        <para>Use this DAG Path Array Class to create and manipulate arrays of DAG Paths, for either a particular DAG Node or a number of different DAG Nodes.</para>
        <para>The length of the array adjusts automatically. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MDagPathArray myDagPathArray = ...;
            foreach( MDagPath dagPath in myDagPathArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MDagPathArray myDagPathArray = ...;
            var meshObjects = myDagPathArray.Where( ( MDagPath dagPath ) =&gt; dagPath.hasFn( MFn.Type.kMesh ) == true );
            foreach( MDagPath dagPath in meshObjects )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.#ctor(Autodesk.Maya.OpenMaya.MDagPath[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MDagPath" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.get(Autodesk.Maya.OpenMaya.MDagPath[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MDagPath" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MDagPath" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.IndexOf(Autodesk.Maya.OpenMaya.MDagPath)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MDagPath)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Add(Autodesk.Maya.OpenMaya.MDagPath)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Contains(Autodesk.Maya.OpenMaya.MDagPath)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.CopyTo(Autodesk.Maya.OpenMaya.MDagPath[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDagPathArray.Remove(Autodesk.Maya.OpenMaya.MDagPath)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDagPathArray.Item(System.Int32)">
      <summary>
            Sets or gets a MDagPath element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MDoubleArray">
      <summary>
        <para>Array of doubles data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of doubles. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures.</para>
        <para>Methods that query the array are threadsafe. Writing to different array elements at the same time with the <ref>set()</ref> method is threadsafe. Methods that modify the array length, namely <ref>append()</ref>, <ref>insert()</ref>, <ref>remove()</ref> and <ref>setLength()</ref> are not threadsafe. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MDoubleArray myDoubleArray = ...;
            foreach( double value in myDoubleArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MDoubleArray myDoubleArray = ...;
            var valuesGTDot5 = myDoubleArray.Where( ( double value ) =&gt; value &gt; 0.5 );
            foreach( double value in valuesGTDot5 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( double item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.IndexOf(System.Double)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Insert(System.Int32,System.Double)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Add(System.Double)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Contains(System.Double)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.CopyTo(System.Double[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MDoubleArray.Remove(System.Double)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDoubleArray.Item(System.Int32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEventMessage.eventNames">
      <summary>
            Gets the names of all the registered events
            </summary>
      <value>The array of event names</value>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatArray">
      <summary>
        <para>Array of floats data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of floats. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures.</para>
        <para>Methods that query the array are threadsafe. Writing to different array elements at the same time with the <ref>set()</ref> method is threadsafe. Methods that modify the array length, namely <ref>append()</ref>, <ref>insert()</ref>, <ref>remove()</ref> and <ref>setLength()</ref> are not threadsafe. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MFloatArray myFloatArray = ...;
            foreach( float value in myFloatArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MFloatArray myFloatArray = ...;
            var valuesGTDot5 = myFloatArray.Where( ( float value ) =&gt; value &gt; 0.5 );
            foreach( float value in valuesGTDot5 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( float item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.IndexOf(System.Single)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Insert(System.Int32,System.Single)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Add(System.Single)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Contains(System.Single)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.CopyTo(System.Single[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatArray.Remove(System.Single)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatArray.Item(System.Int32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Double[])">
      <summary>
            Copy constructor from a .NET array of double
            </summary>
      <param name="m">The array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.#ctor(System.Single[])">
      <summary>
            Copy constructor from a .NET array of double
            </summary>
      <param name="m">The array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatMatrix.GetEnumerator">
      <summary>
            Enables one to do: foreach( float item in myFloatMatrix )
            </summary>
      <returns>The enumerator required by the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatMatrix.Item(System.UInt32,System.UInt32)">
      <summary>
            Sets or gets a float component of the MFloatMatrix
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatPointArray">
      <summary>
        <para>Array of <ref>MFloatPoint</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MFloatPoints. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MFloatPointArray myFloatPointArray = ...;
            foreach( MFloatPoint floatPoint in myFloatPointArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MFloatPointArray myFloatPointArray = ...;
            var pointsAboveGround = myFloatPointArray.Where( ( MFloatPoint floatPoint ) =&gt; floatPoint.y &gt;= 0.0 );
            foreach( MFloatPoint floatPoint in pointsAboveGround )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.#ctor(Autodesk.Maya.OpenMaya.MFloatPoint[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MFloatPoint" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.get(Autodesk.Maya.OpenMaya.MFloatPoint[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MFloatPoint" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MFloatPoint" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.IndexOf(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MFloatPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Add(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Contains(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.CopyTo(Autodesk.Maya.OpenMaya.MFloatPoint[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatPointArray.Remove(Autodesk.Maya.OpenMaya.MFloatPoint)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPointArray.Item(System.Int32)">
      <summary>
            Sets or gets a MFloatPoint element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MFloatVectorArray">
      <summary>
        <para>Array of MFloatVectors data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MFloatVectors. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MFloatVectorArray myFloatVectorArray = ...;
            foreach( MFloatVector floatVector in myFloatVectorArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MFloatVectorArray myFloatVectorArray = ...;
            var vectorsGoingUp = myFloatVectorArray.Where( ( MFloatVector floatVector ) =&gt; floatVector.y &gt; 0.0 );
            foreach( MFloatVector floatVector in vectorsGoingUp )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.#ctor(Autodesk.Maya.OpenMaya.MFloatVector[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MFloatVector" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.get(Autodesk.Maya.OpenMaya.MFloatVector[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MFloatVector" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MFloatVector" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.IndexOf(Autodesk.Maya.OpenMaya.MFloatVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MFloatVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Add(Autodesk.Maya.OpenMaya.MFloatVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Contains(Autodesk.Maya.OpenMaya.MFloatVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.CopyTo(Autodesk.Maya.OpenMaya.MFloatVector[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MFloatVectorArray.Remove(Autodesk.Maya.OpenMaya.MFloatVector)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVectorArray.Item(System.Int32)">
      <summary>
            Sets or gets a MFloatVector of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDependencyNode.metadata">
      <summary>
            Sets or gets the Associations metadata in the MFnDependencyNode
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MGlobal.getFunctionSetList(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Gets a list of strings that represent the type of each function set that will accept the specified object.
            </summary>
      <param name="forObject">The object that the returned function sets will accept</param>
      <returns>The list of types for the function set found</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MGlobal.activeSelectionList">
      <summary>
            Sets or gets the active selection list
            </summary>
      <value>The active selection list</value>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIntArray">
      <summary>
        <para>Array of integers data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of integers. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MIntArray myIntArray = ...;
            foreach( int value in myIntArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MIntArray myIntArray = ...;
            var valuesGT1 = myIntArray.Where( ( int value ) =&gt; value &gt; 1 );
            foreach( int value in valuesGT1 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( int item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.IndexOf(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Insert(System.Int32,System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Add(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Contains(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.CopyTo(System.Int32[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIntArray.Remove(System.Int32)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIntArray.Item(System.Int32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MIterator">
      <summary>
            The following interface is implemented by every MIt* class of Maya and exists only to support the class MItEnumerable
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIterator.reset">
      <summary>
            Resets the iterator to the first element (not to confuse with IEnumerator.Reset)
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MIterator.next">
      <summary>
            Moves to the next item in the collection
            </summary>
      <returns>true if the iterator still points to a valid item; false, otherwise</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MIterator.isDone">
      <summary>
            Specifies if the iterator still points to a valid item or is passed the end of the list
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEnumerable`2">
      <summary>
            Utility class to automatically support IEnumerator&lt;T&gt; from a MIt* class of Maya
            </summary>
      <typeparam name="MItClass">The MIt* class of Maya (e.g.: MItCurveCV)</typeparam>
      <typeparam name="T">The type of the element you want to enumerate (e.g.: MPoint)</typeparam>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.#ctor(`0,System.Func{`0,`1})">
      <summary>
            Creates an enumerator from a MIt* class of Maya and using a function that knows how to return the requested data from the MIt* iterator
            </summary>
      <param name="inBaseIter">The MIt* iterator (e.g.: MItCurveCV)</param>
      <param name="inGetElemFromIterFunc">The code that knows how to return the requested element from the iterator <paramref name="inBaseIter" /></param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.Dispose">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.MoveNext">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MItEnumerable`2.Reset">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MItEnumerable`2.Current">
      <inheritdoc />
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItCurveCV">
      <summary>
        <para>Iterator for NURBS curve CVs. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator class for NURBS curve control vertices (CVs). The iteration can be for a given curve or for a group of CVs.</para>
        <para>
          <b>Example:</b> Translates the CVs for a curve in the X direction (world space).</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate CVs using the C++/STL-like syntax
            <code>
            for( var iter = new MItCurveCV(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCCurveCV" /> class
            <code>
            foreach( MItCurveCV iter in new MCCurveCV(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCCurveCV" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCCurveCV">MCCurveCV: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCCurveCV">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItCurveCV" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItCurveCV
            <code>
            MObject curveObj = ...;
            foreach( MItCurveCV iter in new MCCurveCV(curveObj) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code>
            The following example shows how you can enumerate objects:
            <code>
            MObject curveObj = ...;
            var objects = new MCCurveCV(curveObj).Objects;
            foreach( MObject CVobj in objects ) 
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate points:
            <code>
            var points = new MCCurveCV(curveObj).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries on the points using LINQ
            <code>
            using System.Linq;
            ...
            var points = new MCCurveCV(curveObj).Points( MSpace.Space.kWorld );
            var pointsAboveGround = points.Where( ( MPoint pt ) =&gt; pt.y &gt;= 0.0 );
            foreach( MPoint point in pointsAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MItCurveCV)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of CVs from a curve object.
            </summary>
      <param name="curve">The curve object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItCurveCV.MItCurveCV(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of CVs from a curve DAG path and optionally a component.
            </summary>
      <param name="curve">The curve dag path</param>
      <param name="component">The component object (optional)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItCurveCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItCurveCV.MItCurveCV(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.Points(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint point in new MCCurveCV(...).Points( MSpace.Space.kWorld ) ) { ... }
            </summary>
      <param name="space">The space in which you want the points (default=kObject)</param>
      <returns>The enumerable required by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCCurveCV.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItCurveCV iter in new MCCurveCV(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCCurveCV.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCCurveCV.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCCurveCV(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDag">
      <summary>
        <para>DAG Iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the DAG iterator to traverse the DAG either depth first or breadth first, visiting each node and, if desired, retrieving the node (as an <ref>MObject</ref>). The DAG iterator provides a basic filtering capability, so that DAG node retrieval can be limited to a specific type (<ref>MFn::Type</ref>) of node. With filtering enabled the iterator checks to see if the node is compatible with the type of Function Set specified by the filter. See <ref>MFn::Type</ref> for a list of all valid Function set types.</para>
        <para>Since each object, if retrieved, is returned as an <ref>MObject</ref>, the <ref>MObject::hasFn()</ref> method can be used to further check for compatible function set types since an MObjects may be compatible with more than one function set).</para>
        <para>Any compatible Function Set can be attached to the retrieved object to query or or edit it. Often you will want to use the DAG node Function Set (<ref>MFnDagNode</ref>), which is compatible with all DAG objects, to perform basic queries on each node as the iterator traverses the DAG.</para>
        <para>The iterator also provides the capability to reset the root of the iteration, the type of traversal, and the filter.</para>
        <para>Additionally, the iterator can be queried for the root, mode and type of traversal, and to determine if the the traversal has been completed. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate DAG objects using the C++/STL-like syntax
            <code>
            for( var iter = new MItDag(...); ! iter.isDone; iter.next() )
            {
               MObject obj = iter.currentItem();
               MDagPath path = new MDagPath();
               iter.getPath(path);  
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCDag" /> class
            <code>
            foreach( MItDag iter in new MCDag() )
            { 
               MObject obj = iter.currentItem();
               MDagPath path = new MDagPath();
               iter.getPath(path);  
               ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCDag" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCDag">MCDag: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDag">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItDag" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItDag
            <code>
            foreach( MItDag iter in new MCDag() )
            { 
               MObject obj = iter.currentItem();
               MDagPath path = new MDagPath();
               iter.getPath(path);  
               ...
            }
            </code>
            The following example shows how you can easily enumerate MDagPath in .NET:
            <code>
            foreach( MDagPath dagPath in new MCDag().DagPaths ) 
            { 
               ... 
            }
            </code>
            The following example shows how you can easily enumerate Objects in .NET:
            <code>
            foreach( MObject obj in new MCDag().Objects ) 
            {
               ... 
            }
            </code>
            This one shows how you can do powerful queries on the DAG paths using Linq
            <code>
            using System.Linq;
            ...
            var visibleObjects = new MCDag().DagPaths.Where( ( MDagPath dagPath ) =&gt; dagPath.isVisible == true );
            foreach( MDagPath dagPath in visibleObjects ) 
            { 
               ... 
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MItDag)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MItDag.TraversalType,Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables enumeration of DAG objects given a traversal type and a function type
            </summary>
      <param name="traversaltype">The type of traversal (default=kDepthFirst)</param>
      <param name="type">The function type (default=kInvalid, i.e.: ignored)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MItDag.TraversalType,Autodesk.Maya.OpenMaya.MFn.Type)">MItDag.MItDag(MItDag.TraversalType,MFn.Type): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.#ctor(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDag.TraversalType)">
      <summary>
            Enables enumeration of DAG objects given an iterator type and a traversal type
            </summary>
      <param name="daginfoobject">The iterator type</param>
      <param name="traversaltype">The type of traversal (default=kDepthFirst)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDag.#ctor(Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDag.TraversalType)">MItDag.MItDag(MIteratorType,MItDag.TraversalType): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDag.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItDag iter in new MCDag(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.DagPaths">
      <summary>
            Enables one to do: foreach( MDagPath dagPath in new MCDag(...).DagPaths ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDag.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCDag(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyGraph">
      <summary>
        <para>Dependency Graph Iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterate over Dependency Graph (DG) Nodes or Plugs starting at a specified root Node or Plug.</para>
        <para>Set and query the root of the iteration.</para>
        <para>Set and query the direction (downstream or upstream), traversal priority (depth first or breadth first) and level of detail (Node level or Plug level) of the iteration.</para>
        <para>Set and disable a filter to iterate over only speicifc types (<ref>MFn::Type</ref>) of Nodes.</para>
        <para>Reset the root, filter, direction, traversal priority and level of detail of the iteration.</para>
        <para>Prune branches of the graph from iteration.</para>
        <para>In Maya, all geometry, animation and rendering information is implemented in nodes in the Dependency Graph (DG). The DG includes the Directed Acyclic Graph (DAG). Therefore, all DAG nodes are also DG nodes. The data on nodes is associated with Attributes. Attributes on nodes are connected to Attributes on other nodes via plugs on the Attributes. Plugs are, in effect the external intefaces of Attributes.</para>
        <para>The DG Iterator Class (<ref>MItDependencyGraph</ref>) provides methods for iterating over either nodes or plugs, as well as methods for setting and querying the characteristics and behaviour of the iterator.</para>
        <para>This iterator will traverse all connected attributes upstream or downstream from the root node of the traversal. For non root nodes, only attributes that are affected by the incoming attribute to that node will be traversed. Hence, only nodes to which data from the root node is flowing will be traversed.</para>
        <para>By default, the iterator does not traverse world-space attribute dependencies (an example of a world-space dependency is that translateX affects worldMatrix). The setTraversalOverWorldSpaceDependents method can be used to enable such traversal. Note that even when world-space traversal is enabled, the iterator will only iterate to connected nodes. It does not iterate up and down through the dag hierarchy.</para>
        <para>The DG Iterator is used in conjunction with the Maya Object (<ref>MObject</ref>), plug (<ref>MPlug</ref>), Maya Object Array (<ref>MObjectArray</ref>) and plug Array (<ref>MPlugArray</ref>) classes.</para>
        <para>It is also useful to use Function Sets specific to the nodes returned by the iterator to query and modify the nodes in the DG.</para>
        <para>The DG itself can be modified using a DG Modifer (<ref>MDGModifier</ref>).</para>
        <para>Additionally, nodes can be added to and retrieved from selection lists using the Selection List (<ref>MSelectionList</ref>) class and Selection List Iterator (<ref>MItSelectionList</ref>). This can be useful for obtaining the root node for an iteration.</para>
        <para>Attributes on the nodes can be manipulated using the Attribute Function Set (<ref>MFnAttribute</ref>) and its derivations. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate the dependency graph using the C++/STL-like syntax
            <code>
            for( var iter = new MItDependencyGraph(...); ! iter.isDone; iter.next() )
            {
               MObject obj = iter.currentItem();
               MPlug plug = iter.thisPlug();
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCDependencyGraph" /> class
            <code>
            foreach( MItDependencyGraph iter in new MCDependencyGraph(...) )
            {
               MObject obj = iter.currentItem();
               MPlug plug = iter.thisPlug();
               ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCDependencyGraph" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCDependencyGraph">MCDependencyGraph: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDependencyGraph">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItDependencyGraph" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItDependencyGraph
            <code>
            foreach( MItDependencyGraph iter in new MCDependencyGraph(...) )
            {
               MObject obj = iter.currentItem();
               MPlug plug = iter.thisPlug();
               ...
            }
            </code>
            The following example shows how you can easily enumerate MObject in .NET:
            <code>
            MObject rootNode = ...;
            var objects = new MCDependencyGraph(rootNode).Objects;
            foreach( MObject obj in objects ) 
            { 
               ... 
            }
            </code>
            The following example shows how you can easily enumerate MPlug in .NET:
            <code>
            MObject rootNode = ...;
            var plugs = new MCDependencyGraph(rootNode).Plugs;
            foreach( MPlug plug in plugs )
            {
               ... 
            }
            </code>
            This one shows how you can do powerful queries on the plugs using LINQ
            <code>
            using System.Linq;
            ...
            MObject rootNode = ...;
            var plugs = new MCDependencyGraph(rootNode).Plugs;
            var keyablePlugs = plugs.Where( ( MPlug plug ) =&gt; plug.isKeyable == true );
            foreach( MPlug plug in keyablePlugs ) 
            { 
               ... 
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MItDependencyGraph)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn.Type,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">
      <summary>
            Enables enumeration of the elements in the Dependency Graph elements from a root node object
            </summary>
      <param name="rootNode">The root node from where the enumeration will start</param>
      <param name="filter">An optional filter (default=kInvalid, i.e.: ignored)</param>
      <param name="direction">An optional direction (default=kDownstream)</param>
      <param name="traversal">An optional traversal type (default=kDepthFirst)</param>
      <param name="level">An optional traversal level (default=kNodeLevel)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MFn.Type,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">MItDependencyGraph.MItDependencyGraph(MObject, MFn.Type, MItDependencyGraph.Direction, MItDependencyGraph.Traversal, MItDependencyGraph.Level ): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn.Type,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">
      <summary>
            Enables enumeration of the elements in the Dependency Graph elements from a root plug object
            </summary>
      <param name="rootPlug">The root plug from where the enumeration will start</param>
      <param name="filter">An optional filter (default=kInvalid, i.e.: ignored)</param>
      <param name="direction">An optional direction (default=kDownstream)</param>
      <param name="traversal">An optional traversal type (default=kDepthFirst)</param>
      <param name="level">An optional traversal level (default=kPlugLevel)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MFn.Type,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">MItDependencyGraph.MItDependencyGraph(MPlug, MFn.Type, MItDependencyGraph.Direction, MItDependencyGraph.Traversal, MItDependencyGraph.Level ): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">
      <summary>
            Enables enumeration of the elements in the Dependency Graph elements from a root node and plug objects
            </summary>
      <param name="rootNode">The root node from where the enumeration will start</param>
      <param name="rootPlug">The root plug from where the enumeration will start</param>
      <param name="infoObject">An iterator type</param>
      <param name="direction">An optional direction (default=kDownstream)</param>
      <param name="traversal">An optional traversal type (default=kDepthFirst)</param>
      <param name="level">An optional traversal level (default=kNodeLevel)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDependencyGraph.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MPlug,Autodesk.Maya.OpenMaya.MIteratorType,Autodesk.Maya.OpenMaya.MItDependencyGraph.Direction,Autodesk.Maya.OpenMaya.MItDependencyGraph.Traversal,Autodesk.Maya.OpenMaya.MItDependencyGraph.Level)">MItDependencyGraph.MItDependencyGraph(MObject,MPlug, MIteratorType, MItDependencyGraph.Direction, MItDependencyGraph.Traversal, MItDependencyGraph.Level ): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyGraph.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItDependencyGraph iter in new MCDependencyGraph(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCDependencyGraph(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyGraph.Plugs">
      <summary>
            Enables one to do: foreach( MPlug plug in new MCDependencyGraph(...).Plugs ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItDependencyNodes">
      <summary>
        <para>Dependency Node iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the dependency node iterator to traverse all the nodes in Maya's Dependency Graph.</para>
        <para>With filtering enabled, the iterator checks to see if the node is compatible with the type specified by the filter. See <ref>MFn::Type</ref> for a list of all valid types.</para>
        <para>Since MObjects may be compatible with more than one type (nodes are organised in a hierarchy) the <ref>MObject::hasFn()</ref> method can be used to further check for compatible types.</para>
        <para>Any compatible Function Set can be attached to the retrieved object to query or or edit it. Often you will want to use the dependency node function set (<ref>MFnDependencyNode</ref>), which is compatible with all dependency nodes, to perform queries on each node as the iterator Traverses the Dependency Graph. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate dependency nodes using the C++/STL-like syntax
            <code>
            for( var iter = new MItDependencyNodes(...); ! iter.isDone; iter.next() )
            {
               MObject obj = iter.thisNode;
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCDependencyNodes" /> class
            <code>
            foreach( MItDependencyNodes iter in new MCDependencyNodes(...) )
            {
               MObject obj = iter.thisNode;
               ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCDependencyNodes" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCDependencyNodes">MCDependencyNodes: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCDependencyNodes">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItDependencyNodes" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following shows how you can use the foreach syntax to enumerate MItDependencyNodes
            <code>
            foreach( MItDependencyNodes iter in new MCDependencyNodes(...) )
            {
               MObject obj = iter.thisNode;
               ...
            }
            </code>
            The following shows how you can easily enumerate MObject:
            <code>
            var objects = new MCDependencyNodes(...).Objects;
            foreach( MObject obj in objects ) 
            { 
               ... 
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MItDependencyNodes)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables .NET enumeration with an optional function type filter
            </summary>
      <param name="filter">The function type filter (default=kInvalid, i.e.: ignored)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MFn.Type)">MItDependencyNodes.MItDependencyNodes(MFn.Type): basic constructor being called</seealso>/&gt;
        </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">
      <summary>
            Enables .NET enumeration with an iterator type
            </summary>
      <param name="infoObject">The iterator type</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItDependencyNodes.#ctor(Autodesk.Maya.OpenMaya.MIteratorType)">MItDependencyNodes.MItDependencyNodes(MIteratorType): basic constructor being called</seealso>/&gt;
        </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCDependencyNodes.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItDependencyNodes iter in new MCDependencyNodes(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyNodes.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCDependencyNodes.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCDependencyNodes(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItEdits">
      <summary>
        <para>Edits iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Use the edits iterator to traverse all the edits on a reference or assembly. An edit is any operation that modifies the dependency graph such as modifications to values, connections, parenting and so on.</para>
        <para>In the case of references, edits are the changes that occur to referenced nodes. In the case of assemblies, edits are the changes that occur to assembly members.</para>
        <para>Edits are returned as either strings representing an equivalent MEL call, or as a class derived from <ref>MEdit</ref>.</para>
        <para>The edits iterator works regardless of whether the related reference or assembly is loaded or unloaded. However, please note that loading or unloading the related reference or assembly will cause any in-progress iteration to be reset.</para>
        <para>If new edits were created while iterating, the iterator will not necessarily traverse them.</para>
        <para>To control which edits you will traverse over, use the combination of the 'editsOwner' and 'targetNode'/'targetNodeName' parameters.</para>
        <para>The editsOwner is the reference or assembly node that "owns" edits. This is the top-level assembly/reference at the time the edit was made. If you were to save a file, this is the node that the edits would be stored on.</para>
        <para>The targetNode is the innermost reference or assembly node containing the edited nodes. Edits will be physically stored on the edits owner, so use targetNode to get just edits that affect nodes in a specific assembly/reference. If the nested assembly or reference is not loaded, you can still query edits that affect that node by specifying a string targetNodeName, instead of a targetNode <ref>MObject</ref>.</para>
        <para>Hierarchical Example:</para>
        <para>The following example explains the above terminology in the hierarchical case. Suppose you have a reference or assembly hierarchy that looks like this.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Edits can be made at three different levels: 1) Edits made from C to nodes in C. These edits were made from the C file/assembly. These edits are stored on C</para>
        <para>2) Edits made from B to nodes in B or C. These edits were made from the B file/assembly. These edits are stored on B</para>
        <para>3) Edits made from A to nodes in A, B or C. These edits were made from the main scene. These edits are stored on A</para>
        <para>To query all the edits stored on A, use: editsOwner = A targetNode = <ref>MObject::kNullObj</ref></para>
        <para>To query edits stored on A that affect nodes in A, use: editsOwner = A targetNode = A</para>
        <para>To query edits stored on A that affect nodes in B, use: editsOwner = A targetNode = B</para>
        <para>To query all the edits stored on B, use: editsOwner = B targetNode = <ref>MObject::kNullObj</ref></para>
        <para>To only query edits stored on B that affect nodes in C, use: editsOwner = B targetNode = C </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate Edits using the C++/STL-like syntax
            <code>
            for( var iter = new MItEdits(...); ! iter.isDone; iter.next() )
            {
               MEdit edit = iter.edit;
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCEdits" /> class
            <code>
            foreach( MItEdits iter = new MCEdits(...) )
            {
               MEdit edit = iter.edit;
               ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCEdits" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCEdits">MCEdits: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCEdits">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItEdits" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItEdits
            <code>
            foreach( MItEdits iter = new MCEdits(...) )
            {
               MEdit edit = iter.edit;
               ...
            }
            </code>
            The following example shows how you can enumerate MEdits
            <code>
            MObject editOwner = ...;
            foreach( MEdit edit in new MCEdits(editOwner).Edits )
            { 
               ...
            }
            </code>
            This one shows how you can do powerful queries on the edits using LINQ
            <code>
            using System.Linq;
            ...
            MObject editOwner = ...;
            var edits = new MCEdits(editOwner).Edits;
            var fcurveEdits = edits.Where( ( MEdit edit ) =&gt; edit.EditType == EditType.kFcurveEdit );
            foreach( MEdit fcurveEdit in fcurveEdits )
            { 
               ... 
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MItEdits)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits.EditStatus,Autodesk.Maya.OpenMaya.MItEdits.Direction)">
      <summary>
            Enables .NET enumeration of MEdit for a given owner-object
            </summary>
      <param name="editsOwner">The object ownding the edit</param>
      <param name="targetNode">An optional target node object (default=null, i.e.: ignored)</param>
      <param name="editStatus">An optional edit status filter (default=ALL_EDITS)</param>
      <param name="direction">An optional direction (default=kForward)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMaya.MItEdits.EditStatus,Autodesk.Maya.OpenMaya.MItEdits.Direction)">MItEdits.MItEdits(MObject, MObject, MItEdits.EditStatus, MItEdits.Direction): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,Autodesk.Maya.OpenMaya.MItEdits.EditStatus,Autodesk.Maya.OpenMaya.MItEdits.Direction)">
      <summary>
            Enables .NET enumeration of MEdit for a given owner-object and a target node object
            </summary>
      <param name="editsOwner">The object ownding the edit</param>
      <param name="targetNodeName">The name of a target node object</param>
      <param name="editStatus">An optional edit status filter (default=ALL_EDITS)</param>
      <param name="direction">An optional direction (default=kForward)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItEdits.#ctor(Autodesk.Maya.OpenMaya.MObject,System.String,Autodesk.Maya.OpenMaya.MItEdits.EditStatus,Autodesk.Maya.OpenMaya.MItEdits.Direction)">MItEdits.MItEdits(MObject, string, MItEdits.EditStatus, MItEdits.Direction): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCEdits.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItEdits iter in new MCEdits(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCEdits.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCEdits.Edits">
      <summary>
            Enables one to do: foreach( MEdit edit in new MCEdits(...).Edits ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItGeometry">
      <summary>
        <para>Iterator class for geometry data. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator class for geometry data, and can be used to loop over the CVs of NURBS, the points of subds &amp; lattices, and the vertices of polygonal meshes.</para>
        <para>
          <section>
            <para>Simple traversal.</para>
          </section>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>Traversal of a geometry group within a compute() method.</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate geometries using the C++/STL-like syntax
            <code>
            for( var iter = new MItGeometry(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
               iter.setPosition( new MPoint(1,2,3) );
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCGeometry" /> class
            <code>
            foreach( MItGeometry iter in new MCGeometry(...) )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
               iter.setPosition( new MPoint(1,2,3) );
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCGeometry" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCGeometry">MCGeometry: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCGeometry">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItGeometry" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItGeometry
            <code>
            foreach( MItGeometry iter in new MCGeometry(...) )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
               iter.setPosition( new MPoint(1,2,3) );
            }
            </code>
            The following example shows how you can enumerate objects:
            <code>
            var objects = new MCGeometry(...).Objects;
            foreach( MObject obj in objects ) 
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate points:
            <code>
            var points = new MCGeometry(...).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries on the points using LINQ
            <code>
            using System.Linq;
            ...
            var points = new MCGeometry(...).Points( MSpace.Space.kWorld );
            var pointsAboveGround = points.Where( ( MPoint pt ) =&gt; pt.y &gt;= 0.0 );
            foreach( MPoint point in pointsAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MItGeometry)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">
      <summary>
            Enables enumeration of geometries from a DAG path
            </summary>
      <param name="dagPath">The dag path</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath)">MItGeometry.MItGeometry(MDagPath): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of geometries from a DAG path and a component object
            </summary>
      <param name="dagPath">The dag path</param>
      <param name="component">The component object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItGeometry.MItGeometry(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of geometries from a DAG object
            </summary>
      <param name="dagObject">The dag object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItGeometry.MItGeometry(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.UInt32,System.Boolean)">
      <summary>
            Enables enumeration of geometries from a data handle and a group
            </summary>
      <param name="dataHandle">The data handle</param>
      <param name="groupId">The ID of the group</param>
      <param name="readOnly">An optional read-only flag (default=true)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.UInt32,System.Boolean)">MItGeometry.MItGeometry(MDataHandle,uint,bool): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.Boolean)">
      <summary>
            Enables enumeration of geometries from a data handle
            </summary>
      <param name="dataHandle">The data handle</param>
      <param name="readOnly">An optional read-only flag (default=true)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItGeometry.#ctor(Autodesk.Maya.OpenMaya.MDataHandle,System.Boolean)">MItGeometry.MItGeometry(MDataHandle,bool): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.Points(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint point in new MCGeometry(...).Points( MSpace.Space.kWorld ) ) { ... }
            </summary>
      <param name="space">The space in which you want the points (default=kObject)</param>
      <returns>The enumerable required by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCGeometry.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItGeometry iter in new MCCurveCV(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCGeometry.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCGeometry.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCGeometry(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItInstancer">
      <summary>
        <para>Particle iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Maya's Particle Replacement aka Particle Instancing feature allows geometry to be instanced and those instances transformed using particles. More precisely, particles are replaced by arbitrary DAG nodes which maya be transforms with many shapes under them, and multiple DAG paths to those shapes.</para>
        <para>The Instancer Iterator Class (<ref>MItInstancer</ref>) provides methods for iterating over all the dag paths to the shapes created in the scene by the replacement of particles by dag nodes.</para>
        <para>When particles are being replaced by a shape node there will be one dag path corresponding with each particle. If, say, particles are instead being replaced by a transform with five shape nodes somewhere underneath it, then this iterator will visit five paths for every particle. Dag-instancing is also respected: if the given dag node has two child transforms each of which is a path to one shape underneath them, then this iterator will visit two paths. In other words, this iterator does not distinguish between paths resulting from a multiplicity of actual shapes and paths resulting from DAG-instances of individual shapes: all appear as different paths for the current particle.</para>
        <para>A simple usage might look like: <example>
** code example not available in .NET **
</example></para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate instances created from the particles using the C++/STL-like syntax
            <code>
            for( var iter = new MItInstancer(...); ! iter.isDone; iter.next() )
            {
               MObject obj = iter.instancer;
               MDagPath path = iter.path();
               uint particleId = iter.particleId;
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCInstancer" /> class
            <code>
            foreach( MItInstancer iter in new MCInstancer(...) )
            { 
               MObject obj = iter.instancer;
               MDagPath path = iter.path();
               uint particleId = iter.particleId;
               ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCInstancer" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCInstancer">MCInstancer: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCInstancer">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItInstancer" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItInstancer
            <code>
            foreach( MItInstancer iter in new MCInstancer(...) )
            { 
               MObject obj = iter.instancer;
               MDagPath path = iter.path();
               uint particleId = iter.particleId;
               ...
            }
            </code>
            The following example shows how you can enumerate objects:
            <code>
            var instancers = new MCInstancer(...).Instancers;
            foreach( MObject instancer in instancers ) 
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate dag paths:
            <code>
            var dagPaths = new MCInstancer(...).Paths;
            foreach( MDagPAth dagPath in dagPaths )
            { 
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var dagPaths = new MCInstancer(...).Paths;
            var visibleDagPaths = dagPaths.Where( ( MDagPath dagPath ) =&gt; dagPath.isVisible == true );
            foreach( MDagPath dagPath in visibleDagPaths )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCInstancer.#ctor(Autodesk.Maya.OpenMaya.MItInstancer)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.Instancers">
      <summary>
            Enables one to do: foreach( MObject obj in new MCInstancer(...).Instancers ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.Paths">
      <summary>
            Enables one to do: foreach( MDagPath path in new MCInstancer(...).Paths ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCInstancer.InstancerPaths">
      <summary>
            Enables one to do: foreach( MDagPath instancerPath in new MCInstancer(...).InstancerPaths ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MItKeyframe">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.OpenMaya.MItKeyframe&quot;]/*" />
      <example>
            The following shows how you can use this class to enumerate keyframes using the C++/STL-like syntax
            <code>
            for( var iter = new MItKeyframe(...); ! iter.isDone; iter.next() )
            {
               MTime time = iter.time;
               double value = iter.value;
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMayaAnim.MCKeyframe" /> class
            <code>
            foreach( MItKeyframe iter in new MCKeyframe(...) )
            { 
               MTime time = iter.time;
               double value = iter.value;
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMayaAnim.MCKeyframe" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMayaAnim.MCKeyframe">MCKeyframe: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaAnim.MCKeyframe">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMayaAnim.MItKeyframe" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItKeyframe
            <code>
            foreach( MItKeyframe iter in new MCKeyframe(...) )
            { 
               MTime time = iter.time;
               double value = iter.value;
                ...
            }
            </code>
            The following example shows how you can enumerate only the values:
            <code>
            var values = new MCKeyframe(...).Values;
            foreach( double value in values )
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate only the times:
            <code>
            var times = new MCKeyframe(...).Times;
            foreach( MTime keyframeTime in times )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries on the keyframes using LINQ
            <code>
            using System.Linq;
            ...
            var keyframesAboveZero = new MCKeyframe(...).Where( ( MItKeyframe keyframe ) =&gt; keyframe.value &gt;= 0.0 );
            foreach( MItKeyframe keyframe in keyframesAboveZero )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.#ctor(Autodesk.Maya.OpenMayaAnim.MItKeyframe)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of keyframes on an animation curve object
            </summary>
      <param name="animCurveNode">The animation curve object</param>
      <seealso cref="M:Autodesk.Maya.OpenMayaAnim.MItKeyframe.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItKeyframe.MItKeyframe(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaAnim.MCKeyframe.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItKeyframe iter in new MCKeyframe(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.Times">
      <summary>
            Enables one to do: foreach( MTime keyframeTime in new MCKeyframe(...).Times ) { ... }
            </summary>
      <returns>The enumerable required by the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaAnim.MCKeyframe.Values">
      <summary>
            Enables one to do: foreach( double value in new MCKeyframe(...).Values ) { ... }
            </summary>
      <returns>The enumerable required by the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshEdge">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.OpenMaya.MItMeshEdge &quot;]/*" />
      <example>
            The following shows how you can use this class to enumerate the edges of a mesh using the C++/STL-like syntax
            <code>
            for( var iter = new MItMeshEdge (...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.center(MSpace.Space.kObject);
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCMeshEdge" /> class
            <code>
            foreach( MItMeshEdge iter in new MCMeshEdge(...) )
            { 
               MPoint pt = iter.center(MSpace.Space.kObject);
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCMeshEdge" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCMeshEdge">MCMeshEdge: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshEdge">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItMeshEdge" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItMeshEdge
            <code>
            foreach( MItMeshEdge iter in new MCMeshEdge(...) )
            { 
               MPoint pt = iter.center(MSpace.Space.kObject);
                ...
            }
            </code>
            The following example shows how you can enumerate only the points:
            <code>
            var points = new MCMeshEdge(...).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var edgesAboveGround = new MItMeshEdge(...).Where( ( MItMeshEdge iter ) =&gt; iter.center().y &gt;= 0.0 );
            foreach( MItMeshEdge iter in edgesAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MItMeshEdge)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of polygons on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <param name="component">The optional component</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItMeshEdge.MItMeshEdge(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of polygons on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItMeshEdge.MItMeshEdge(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.Centers(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint edgeCenter in new MCMeshEdge(...).Centers() ) { ... }
            </summary>
      <param name="space">The space in which you want the points (default=kObject)</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.Lengths(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( double edgeLength in new MCMeshEdge(...).Lengths() ) { ... }
            </summary>
      <param name="space">The space in which you want the length to be calculated (default=kObject)</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshEdge.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItMeshEdge iter in new MCMeshEdge(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCMeshEdge(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.Indices">
      <summary>
            Enables one to do: foreach( uint edgeIndex in new MCMeshEdge(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.ConnectedEdges">
      <summary>
            Enables one to do: foreach( uint edgeIndex in new MCMeshEdge(...).ConnectedEdges ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshEdge.ConnectedFaces">
      <summary>
            Enables one to do: foreach( uint edgeIndex in new MCMeshEdge(...).ConnectedFaces ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshFaceVertex">
      <summary>
        <para>Face vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for face vertices on polygonal surfaces.</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all polygons for the surface. When a component is given this iterator will iterate over the polygons specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate the face vertex of a mesh using the C++/STL-like syntax
            <code>
            for( var iter = new MItMeshFaceVertex(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCMeshFaceVertex" /> class
            <code>
            foreach( MItMeshFaceVertex iter in new MCMeshFaceVertex(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCMeshFaceVertex" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCMeshFaceVertex">MCMeshFaceVertex: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshFaceVertex">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItMeshFaceVertex" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItMeshFaceVertex
            <code>
            foreach( MItMeshFaceVertex iter in new MCMeshFaceVertex(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
            }
            </code>
            The following example shows how you can enumerate only the points:
            <code>
            var points = new MCMeshFaceVertex(...).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var pointsAboveGround = new MCMeshFaceVertex(...).Where( ( MItMeshFaceVertex iter ) =&gt; iter.position().y &gt;= 0.0 );
            foreach( MItMeshFaceVertex iter in pointsAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MItMeshFaceVertex)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of face vertex on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <param name="component">The optional component</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItMeshFaceVertex.MItMeshFaceVertex(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of face vertex on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshFaceVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItMeshFaceVertex.MItMeshFaceVertex(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Positions(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint point in new MCMeshFaceVertex(...).Positions() ) { ... }
            </summary>
      <param name="space">The space in which the points will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Normals(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MVector normal in new MCMeshFaceVertex(...).Normals() ) { ... }
            </summary>
      <param name="space">The space in which the vectors will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Tangents(System.String,Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MVector tangent in new MCMeshFaceVertex(...).Tangents("myUVSet") ) { ... }
            </summary>
      <param name="uvset">The uv set to use in order to return the tangents</param>
      <param name="space">The space in which the vectors will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Binormals(System.String,Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MVector binormal in new MCMeshFaceVertex(...).Binormals("myUVSet") ) { ... }
            </summary>
      <param name="uvset">The uv set to use in order to return the binormals</param>
      <param name="space">The space in which the vectors will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItMeshFaceVertex iter in new MCMeshFaceVertex(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCMeshFaceVertex(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.VertIds">
      <summary>
            Enables one to do: foreach( int id in new MCMeshFaceVertex(...).VertIds ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.FaceIds">
      <summary>
            Enables one to do: foreach( int id in new MCMeshFaceVertex(...).FaceIds ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.FaceVertIds">
      <summary>
            Enables one to do: foreach( int id in new MCMeshFaceVertex(...).FaceVertIds ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.NormalIds">
      <summary>
            Enables one to do: foreach( int id in new MCMeshFaceVertex(...).NormalIds ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshFaceVertex.TangentIds">
      <summary>
            Enables one to do: foreach( int id in new MCMeshFaceVertex(...).TangentIds ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshPolygon">
      <summary>
        <para>Polygon iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for polygonal surfaces (meshes).</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all polygons for the surface. When a component is given this iterator will iterate over the polygons (faces) specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate the faces of a mesh using the C++/STL-like syntax
            <code>
            for( var iter = new MItMeshPolygon(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.center(MSpace.Space.kObject);
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCMeshPolygon" /> class
            <code>
            foreach( MItMeshPolygon iter in new MCMeshPolygon(...) )
            { 
               MPoint pt = iter.center(MSpace.Space.kObject);
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCMeshPolygon" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCMeshPolygon">MCMeshPolygon: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshPolygon">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItMeshPolygon" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItMeshPolygon
            <code>
            foreach( MItMeshPolygon iter in new MCMeshPolygon(...) )
            { 
               MPoint pt = iter.center(MSpace.Space.kObject);
                ...
            }
            </code>
            The following example shows how you can enumerate only the points:
            <code>
            var points = new MCMeshPolygon(...).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var polysAboveGround = new MCMeshPolygon(...).Where( ( MItMeshPolygon iter ) =&gt; iter.center().y &gt;= 0.0 );
            foreach( MItMeshPolygon iter in polysAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MItMeshPolygon)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of polygons on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <param name="component">The optional component</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItMeshPolygon.MItMeshPolygon(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of polygons on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshPolygon.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItMeshPolygon.MItMeshPolygon(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.Centers(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint polygonCenter in new MCMeshPolygon(...).Centers() ) { ... }
            </summary>
      <param name="space">The space in which you want the points (default=kObject)</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.Normals(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint polygonNormal in new MCMeshPolygon(...).Normals() ) { ... }
            </summary>
      <param name="space">The space in which you want the vectors (default=kObject)</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshPolygon.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItMeshPolygon iter in new MCMeshPolygon(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCMeshPolygon(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.PolygonVertexCounts">
      <summary>
            Enables one to do: foreach( uint polygonVertexCount in new MCMeshPolygon(...).PolygonVertexCounts ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshPolygon.Indices">
      <summary>
            Enables one to do: foreach( uint polygonIndex in new MCMeshPolygon(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItMeshVertex">
      <summary>
        <para>Polygon vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for polygonal vertices.</para>
        <para>The iterator functions in two modes depending on whether a component is specified. When a component is not given or is NULL the iteration will be over all vertices for the polygon. When a component is given this iterator will iterate over the vertices specified in the component. When iterating over components a DAG path to the surface must also be supplied. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate the face vertex of a mesh using the C++/STL-like syntax
            <code>
            for( var iter = new MItMeshVertex(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCMeshVertex" /> class
            <code>
            foreach( MItMeshVertex iter in new MCMeshVertex(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCMeshVertex" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCMeshVertex">MCMeshVertex: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCMeshVertex">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItMeshVertex" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItMeshVertex
            <code>
            foreach( MItMeshVertex iter in new MCMeshVertex(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
            }
            </code>
            The following example shows how you can enumerate only the points:
            <code>
            var points = new MCMeshVertex(...).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var pointsAboveGround = new MCMeshVertex(...).Where( ( MItMeshVertex iter ) =&gt; iter.position().y &gt;= 0.0 );
            foreach( MItMeshVertex iter in pointsAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MItMeshVertex)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of vertex on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <param name="component">The optional component</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItMeshVertex.MItMeshVertex(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of vertex on a mesh
            </summary>
      <param name="polyobject">The mesh object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItMeshVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItMeshVertex.MItMeshVertex(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.Positions(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint point in new MCMeshVertex(...).Positions() ) { ... }
            </summary>
      <param name="space">The space in which the points will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.Normals(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MVector normal in new MCMeshVertex(...).Normals() ) { ... }
            </summary>
      <param name="space">The space in which the vectors will be returned</param>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCMeshVertex.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItMeshVertex iter in new MCMeshVertex(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCMeshVertex(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCMeshVertex.Indices">
      <summary>
            Enables one to do: foreach( int id in new MCMeshVertex(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSelectionList">
      <summary>
        <para>Iterate over the items in the selection list. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Class for iterating over the items in an MSelection list. A filter can be specified so that only those items of interest on a selection list can be obtained.</para>
        <para>If a filter is specified then the children of DAG selection items will be searched if the selection item does not match the filter. For example, if <em>filter = <ref>MFn::kNurbsCurve</ref></em> and a transform is selected then the underlying shape for the transform will be in the iteration if it is a nurbs curve.</para>
        <para>
          <b>Example:</b> (of a simple traversal)</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
        <para>
          <b>Example:</b> (of a traversal to find all active cameras)</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate elements of a selection list using the C++/STL-like syntax
            <code>
            MSelectionList selList = ...;
            for( var iter = new MItSelectionList(selList); ! iter.isDone; iter.next() )
            {
               MObject obj = new MObject();
               iter.getDependNode(obj);
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax directly available from the <see cref="T:Autodesk.Maya.OpenMaya.MSelectionList" /> class
            <code>
            MSelectionList selList = ...;
            foreach( MItSelectionList iter in selList )
            { 
               MObject obj = new MObject();
               iter.getDependNode(obj);
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MSelectionList" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MSelectionList">MSelectionList: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdEdge">
      <summary>
        <para>Subdiv edge iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv edges. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate Subd edges using the C++/STL-like syntax
            <code>
            for( var iter = new MItSubdEdge(...); ! iter.isDone; iter.next() )
            {
               ulong index = iter.index();
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCSubdEdge" /> class
            <code>
            foreach( MItSubdEdge iter in new MCSubdEdge(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCSubdEdge" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCSubdEdge">MCSubdEdge: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdEdge">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItSubdEdge" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItSubdEdge
            <code>
            foreach( MItSubdEdge iter in new MCSubdEdge(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code>
            The following example shows how you can enumerate Subd edge indices:
            <code>
            var indices = new MCSubdEdge(...).Indices;
            foreach( ulong index in indices ) 
            { 
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var boundaryEdges = new MCSubdEdge(...).Where( ( MItSubdEdge iter ) =&gt; iter.isBoundary );
            foreach( MItSubdEdge boundaryEdge in boundaryEdges )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MItSubdEdge)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of Subd edges from a Subd object.
            </summary>
      <param name="subdobject">The Subd object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItSubdEdge.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItSubdEdge.MItSubdEdge(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdEdge.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItSubdEdge iter in new MCSubdEdge(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdEdge.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdEdge.Indices">
      <summary>
            Enables one to do: foreach( ulong index in new MCSubdEdge(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdFace">
      <summary>
        <para>Subdiv face iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv faces. It will iterate over all of the surface's faces. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate Subd faces using the C++/STL-like syntax
            <code>
            for( var iter = new MItSubdFace(...); ! iter.isDone; iter.next() )
            {
               ulong index = iter.index();
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCSubdFace" /> class
            <code>
            foreach( MItSubdFace iter in new MCSubdFace(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCSubdFace" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCSubdFace">MCSubdFace: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdFace">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItSubdFace" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItSubdFace
            <code>
            foreach( MItSubdFace iter in new MCSubdFace(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code>
            The following example shows how you can enumerate Subd face indices:
            <code>
            var indices = new MCSubdFace(...).Indices;
            foreach( ulong index in indices ) 
            { 
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var level1Faces = new MCSubdFace(...).Where( ( MItSubdFace iter ) =&gt; iter.level == 1 );
            foreach( MItSubdFace level1Face in level1Faces )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.#ctor(Autodesk.Maya.OpenMaya.MItSubdFace)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of Subd faces from a Subd object.
            </summary>
      <param name="subdobject">The Subd object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItSubdFace.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItSubdFace.MItSubdFace(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdFace.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItSubdFace iter in new MCSubdFace(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdFace.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdFace.Indices">
      <summary>
            Enables one to do: foreach( ulong index in new MCSubdFace(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSubdVertex">
      <summary>
        <para>Subdiv vertex iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class is the iterator for subdiv vertices. </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate Subd vertex using the C++/STL-like syntax
            <code>
            for( var iter = new MItSubdVertex(...); ! iter.isDone; iter.next() )
            {
               ulong index = iter.index();
               ...
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCSubdVertex" /> class
            <code>
            foreach( MItSubdVertex iter in new MCSubdVertex(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code><b>See other examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCSubdVertex" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCSubdVertex">MCSubdVertex: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSubdVertex">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItSubdVertex" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItSubdVertex
            <code>
            foreach( MItSubdVertex iter in new MCSubdVertex(...) )
            { 
               ulong index = iter.index();
                ...
            }
            </code>
            The following example shows how you can enumerate Subd vertex indices:
            <code>
            var indices = new MCSubdVertex(...).Indices;
            foreach( ulong index in indices ) 
            { 
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            var level1Vertices = new MCSubdVertex(...).Where( ( MItSubdVertex iter ) =&gt; iter.level == 1 );
            foreach( MItSubdVertex level1Vertex in level1Vertices )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MItSubdVertex)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of Subd vertex from a Subd object.
            </summary>
      <param name="subdobject">The Subd object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItSubdVertex.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItSubdVertex.MItSubdVertex(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSubdVertex.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItSubdVertex iter in new MCSubdVertex(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdVertex.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSubdVertex.Indices">
      <summary>
            Enables one to do: foreach( ulong index in new MCSubdVertex(...).Indices ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MItSurfaceCV">
      <summary>
        <para>NURBS surface CV iterator. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>Iterator class for NURBS surface CVs.</para>
        <para>
          <b>Example:</b> Translates the CVs for a surface in the X direction (world space).</para>
        <para>
          <example>
** code example not available in .NET **
</example>
        </para>
      </remarks>
      <example>
            The following shows how you can use this class to enumerate CVs using the C++/STL-like syntax
            <code>
            for( var iter = new MItSurfaceCV(...); ! iter.isDone; iter.next() )
            {
               MPoint pt = iter.position(MSpace.Space.kObject);
               ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code>
            The following is equivalent but uses the .NET foreach syntax available with the <see cref="T:Autodesk.Maya.OpenMaya.MCSurfaceCV" /> class
            <code>
            foreach( MItSurfaceCV iter in new MCSurfaceCV(...) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code><b>See also the examples found in <see cref="T:Autodesk.Maya.OpenMaya.MCSurfaceCV" /> on how to use the .NET foreach syntax and Linq queries</b></example>
      <seealso cref="T:Autodesk.Maya.OpenMaya.MCSurfaceCV">MCSurfaceCV: enables the .NET foreach syntax and Linq queries</seealso>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MCSurfaceCV">
      <summary>
            This utility class is a wrapper of <see cref="T:Autodesk.Maya.OpenMaya.MItSurfaceCV" /> that enables the foreach syntax and Linq queries
            </summary>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItSurfaceCV
            <code>
            MObject surfaceObj = ...;
            foreach( MItSurfaceCV iter in new MCSurfaceCV(surfaceObj) )
            { 
               MPoint pt = iter.position(MSpace.Space.kObject);
                ...
               iter.translateBy( new MVector(1,1,1) );
            }
            </code>
            The following example shows how you can enumerate objects:
            <code>
            MObject surfaceObj = ...;
            var objects = new MCSurfaceCV(surfaceObj).Objects;
            foreach( MObject CVobj in objects ) 
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate points:
            <code>
            var points = new MCSurfaceCV(surfaceObj).Points( MSpace.Space.kWorld );
            foreach( MPoint point in points )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries on the points using LINQ
            <code>
            using System.Linq;
            ...
            var points = new MCSurfaceCV(surfaceObj).Points( MSpace.Space.kWorld );
            var pointsAboveGround = points.Where( ( MPoint pt ) =&gt; pt.y &gt;= 0.0 );
            foreach( MPoint point in pointsAboveGround )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MItSurfaceCV)">
      <summary>
            Wrap the specified iterator to allow .NET enumeration
            </summary>
      <param name="baseIter">The basic iterator to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of CVs from a surface object.
            </summary>
      <param name="surface">The surface object</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MObject)">MItSurfaceCV.MItSurfaceCV(MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Enables enumeration of CVs from a surface DAG path and optionally a component.
            </summary>
      <param name="surface">The surface dag path</param>
      <param name="component">The component object (optional)</param>
      <seealso cref="M:Autodesk.Maya.OpenMaya.MItSurfaceCV.#ctor(Autodesk.Maya.OpenMaya.MDagPath,Autodesk.Maya.OpenMaya.MObject)">MItSurfaceCV.MItSurfaceCV(MDagPath,MObject): basic constructor being called</seealso>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.Points(Autodesk.Maya.OpenMaya.MSpace.Space)">
      <summary>
            Enables one to do: foreach( MPoint point in new MCSurfaceCV(...).Points( MSpace.Space.kWorld ) ) { ... }
            </summary>
      <param name="space">The space in which you want the points (default=kObject)</param>
      <returns>The enumerable required by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MCSurfaceCV.GetEnumerator">
      <summary>
            Enables one to do: foreach( MItSurfaceCV iter in new MCSurfaceCV(...) ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSurfaceCV.iter">
      <summary>
            The basic iterator being wrapped
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MCSurfaceCV.Objects">
      <summary>
            Enables one to do: foreach( MObject obj in new MCSurfaceCV(...).Objects ) { ... }
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaUI.MMaterialArray">
      <summary>
        <para>Array of pointers of <ref>MMaterial</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MMaterial</ref>. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MMaterialArray myMaterialArray = ...;
            foreach( MMaterial mat in myMaterialArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MMaterialArray myMaterialArray = ...;
            var texturedMaterials = myMaterialArray.Where( ( MMaterial mat ) =&gt; mat.materialIsTextured == true );
            foreach( MMaterial mat in texturedMaterials )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.#ctor(Autodesk.Maya.OpenMayaUI.MMaterial[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMayaUI.MMaterial" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.get(Autodesk.Maya.OpenMayaUI.MMaterial[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMayaUI.MMaterial" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( MMaterial item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.IndexOf(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Insert(System.Int32,Autodesk.Maya.OpenMayaUI.MMaterial)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Add(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Contains(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.CopyTo(Autodesk.Maya.OpenMayaUI.MMaterial[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MMaterialArray.Remove(Autodesk.Maya.OpenMayaUI.MMaterial)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMayaUI.MMaterialArray.Item(System.Int32)">
      <summary>
            Sets or gets a MMaterial element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMatrix">
      <summary>
        <para>A matrix math class for 4x4 matrices of doubles. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class provides access to Maya's internal matrix math library allowing matrices to be handled easily, and in a manner compatible with internal Maya data structures.</para>
        <para>All methods that query the matrix are threadsafe, all methods that modify the matrix are not threadsafe. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the matrix following a row-major order
            <code>
            MMatrix myMatrix = ...;
            foreach( double value in myMatrix )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrix.GetEnumerator">
      <summary>
            Enables one to do: foreach( double item in myMatrix ) following a row-major order
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrix.Item(System.UInt32,System.UInt32)">
      <summary>
            Sets or gets a double component of the MMatrix
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MMatrixArray">
      <summary>
        <para>Array of <ref>MMatrix</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MMatrix</ref>'s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MMatrixArray myMatrixArray = ...;
            foreach( MMatrix matrix in myMatrixArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MMatrixArray myMatrixArray = ...;
            var singularMatrices = myMatrixArray.Where( ( MMatrix matrix ) =&gt; matrix.isSingular() == true );
            foreach( MMatrix matrix in singularMatrices )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.#ctor(Autodesk.Maya.OpenMaya.MMatrix[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MMatrix" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.get(Autodesk.Maya.OpenMaya.MMatrix[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MMatrix" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( MMatrix item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.IndexOf(Autodesk.Maya.OpenMaya.MMatrix)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MMatrix)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Add(Autodesk.Maya.OpenMaya.MMatrix)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Contains(Autodesk.Maya.OpenMaya.MMatrix)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.CopyTo(Autodesk.Maya.OpenMaya.MMatrix[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MMatrixArray.Remove(Autodesk.Maya.OpenMaya.MMatrix)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MMatrixArray.Item(System.Int32)">
      <summary>
            Sets or gets a MMatrix element of the array
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeLockQuery">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeLockQuery
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodePlugLockQuery">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodePlugLockQuery
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeAddedToModel">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeAddedToModel
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeRemovedFromModel">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeRemovedFromModel
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeAnimKeyframeEdited">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeAnimKeyframeEdited
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.AttributeChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AttributeChanged
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.AttributeAddedOrRemoved">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AttributeAddedOrRemoved
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeDirty">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeDirty
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeDirtyPlug">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeDirtyPlug
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NameChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NameChanged
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeAboutToDelete">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeAboutToDelete
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodePreRemoval">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodePreRemoval
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.NodeDestroyed">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event NodeDestroyed
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.SetMembersModified">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event SetMembersModified
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyVertexIndexChangedRemover">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyVertexIndexChanged ## Remover
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyVertexIndexChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyVertexIndexChanged
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyEdgeIndexChangedRemover">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyEdgeIndexChanged ## Remover
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyEdgeIndexChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyEdgeIndexChanged
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyFaceIndexChangedRemover">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyFaceIndexChanged ## Remover
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyFaceIndexChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyFaceIndexChanged
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MObject.PolyTopologyChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PolyTopologyChanged
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MObjectArray">
      <summary>
        <para>Array of MObjects data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MObjects. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MObjectArray myObjectArray = ...;
            foreach( MObject obj in myObjectArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MObjectArray myObjectArray = ...;
            var meshes = myObjectArray.Where( ( MObject obj ) =&gt; obj.hasFn( MFn.Type.kMesh ) == true );
            foreach( MObject obj in meshes )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.#ctor(Autodesk.Maya.OpenMaya.MObject[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MObject" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.get(Autodesk.Maya.OpenMaya.MObject[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MObject" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( MObject item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.IndexOf(Autodesk.Maya.OpenMaya.MObject)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MObject)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Add(Autodesk.Maya.OpenMaya.MObject)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Contains(Autodesk.Maya.OpenMaya.MObject)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.CopyTo(Autodesk.Maya.OpenMaya.MObject[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MObjectArray.Remove(Autodesk.Maya.OpenMaya.MObject)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MObjectArray.Item(System.Int32)">
      <summary>
            Sets or gets a MObject element of the array
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MPlug.PlugLockQuery">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PlugLockQuery
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MPlug.KeyableChange">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event KeyableChange
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlug.Item(System.UInt32)">
      <summary>
            Sets or gets a MPlug element at the specified physical index
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPlugArray">
      <summary>
        <para>Array of MPlugs data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MPlugs. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MPlugArray myPlugArray = ...;
            foreach( MPlug plug in myPlugArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MPlugArray myPlugArray = ...;
            var keyablePlugs = myPlugArray.Where( ( MPlug plug ) =&gt; plug.isKeyable == true );
            foreach( MPlug plug in keyablePlugs )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.#ctor(Autodesk.Maya.OpenMaya.MPlug[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MPlug" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.get(Autodesk.Maya.OpenMaya.MPlug[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MPlug" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( MPlug item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.IndexOf(Autodesk.Maya.OpenMaya.MPlug)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MPlug)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Add(Autodesk.Maya.OpenMaya.MPlug)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Contains(Autodesk.Maya.OpenMaya.MPlug)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.CopyTo(Autodesk.Maya.OpenMaya.MPlug[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPlugArray.Remove(Autodesk.Maya.OpenMaya.MPlug)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPlugArray.Item(System.Int32)">
      <summary>
            Sets or gets a MPlug element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPoint.Item(System.UInt32)">
      <summary>
            Sets or gets a double component of the MPoint
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MPointArray">
      <summary>
        <para>Array of <ref>MPoint</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MPoints. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MPointArray myPointArray = ...;
            foreach( MPoint pt in myPointArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MPointArray myPointArray = ...;
            var pointsAboveGround = myPointArray.Where( ( MPoint pt ) =&gt; pt.y &gt;= 0.0 );
            foreach( MPoint pt in pointsAboveGround )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.#ctor(Autodesk.Maya.OpenMaya.MPoint[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MPoint" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.get(Autodesk.Maya.OpenMaya.MPoint[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MPoint" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( MPoint item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.IndexOf(Autodesk.Maya.OpenMaya.MPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Add(Autodesk.Maya.OpenMaya.MPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Contains(Autodesk.Maya.OpenMaya.MPoint)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.CopyTo(Autodesk.Maya.OpenMaya.MPoint[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MPointArray.Remove(Autodesk.Maya.OpenMaya.MPoint)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MPointArray.Item(System.Int32)">
      <summary>
            Sets or gets an MPoint element of the array
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaUI.MPxSurfaceShapeUI.getDrawData(System.Object,Autodesk.Maya.OpenMayaUI.MDrawData@)">
      <summary>
            Returns the draw data associated with the specified geometry
            </summary>
      <param name="geom">The geometry associated with the draw data to return</param>
      <param name="outDrawData">The draw data being returned</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MSelectionList">
      <summary>
        <para>A list of MObjects. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements a list of MObjects.</para>
        <para>The global selection list is a special case where the objects on the list are also active objects in Maya.</para>
        <para>Besides the usual list methods, this class also provides an add method which retrieves objects from Maya, such as dependency nodes, by name. </para>
      </remarks>
      <example>
            The following example shows how you can use the foreach syntax to enumerate MItSelectionList
            <code>
            MSelectionList selList = ...;
            foreach( MItSelectionList iter in selList )
            { 
               MObject obj = new MObject();
               iter.getDependNode(obj);
                ...
            }
            </code>
            The following example shows how you can enumerate objects:
            <code>
            MSelectionList selList = ...;
            foreach( MObject obj in selList.DependNodes() ) 
            { 
                ...
            }
            </code>
            The following example shows how you can enumerate DAG paths and how you can filter for meshes only
            <code>
            MSelectionList selList = ...;
            foreach( MDagPath dagPath in selList.DagPaths(MFn.Type.kMesh) )
            {
                ...
            }
            </code>
            The following example shows how you can enumerate plugs:
            <code>
            MSelectionList selList = ...;
            foreach( MPlug plug in selList.Plugs() )
            {
                ...
            }
            </code>
            This one shows how you can do powerful queries using LINQ
            <code>
            using System.Linq;
            ...
            MSelectionList selList = ...;
            var anims = selList.Where( ( MItSelectionList iter ) =&gt; iter.itemType() == selItemType.kAnimSelectionItem );
            foreach( MItSelectionList iter in anims )
            {
                ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getPlug(System.UInt32)">
      <summary>
            Returns the element at position <paramref name="index" /> as a MPlug
            </summary>
      <param name="index">The position of the element in the selection list</param>
      <returns>The element found returned as a MPlug</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.getDagPath(System.UInt32,Autodesk.Maya.OpenMaya.MObject)">
      <summary>
            Returns the element at position <paramref name="index" /> for the component <paramref name="component" /> as a MDagPath
            </summary>
      <param name="index">The position of the element in the selection list</param>
      <param name="component">The component to use for the element found</param>
      <returns>The element found returned as a MPlug</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.DependNodes(Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables the following syntax: foreach( MObject obj in theSelectionList.DependNodes(...) ) { ... }
            </summary>
      <param name="in_Type">The optional function type filter</param>
      <returns>The IEnumerable requested by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.DagPaths(Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables the following syntax: foreach( MDagPath dagPath in theSelectionList.DagPaths(...) ) { ... }
            </summary>
      <param name="in_Type">The optional function type filter</param>
      <returns>The IEnumerable requested by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.Plugs(Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables the following syntax: foreach( MPlug plug in theSelectionList.Plugs(...) ) { ... }
            </summary>
      <param name="in_Type">The optional function type filter</param>
      <returns>The IEnumerable requested by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.GetEnumerator(Autodesk.Maya.OpenMaya.MFn.Type)">
      <summary>
            Enables the following syntax: foreach( MItSelectionList iter in theSelectionList.GetEnumerator(...) ) { ... }
            </summary>
      <param name="in_Type">The function type filter</param>
      <returns>The IEnumerable requested by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MSelectionList.GetEnumerator">
      <summary>
            Enables the following syntax: foreach( MItSelectionList iter in theSelectionList ) { ... }
            </summary>
      <returns>The IEnumerable requested by the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.String,System.Boolean)">
      <summary>Writes a string to the specified output stream</summary>
      <param name="outStream">The output stream where to write the string</param>
      <param name="value">The string to write</param>
      <param name="binary">true if binary format is required; false, otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.String@,System.UInt32,System.Boolean)">
      <summary>Reads a string from the specified intput stream</summary>
      <param name="inStream">The input stream where to read the string from</param>
      <param name="value">The string being returned</param>
      <param name="length">The number of characters to read from the stream</param>
      <param name="binary">true if binary format is required; false, otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.CreateOFStream(System.String)">
      <summary>Creates an output stream for the specified file</summary>
      <param name="filename">The name of the file</param>
      <returns>The MOStream object</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.Close(Autodesk.Maya.OpenMaya.MOStream)">
      <summary>Closes the specified output stream</summary>
      <param name="ostreamPtr">The output stream to close</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.CreateIFStream(System.String)">
      <summary>Creates an input stream for the specified file</summary>
      <param name="filename">The name of the file</param>
      <returns>The MIStream object</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.Close(Autodesk.Maya.OpenMaya.MIStream)">
      <summary>Closes the specified input stream</summary>
      <param name="istreamPtr">The inputstream to close</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.writeCharBuffer(Autodesk.Maya.OpenMaya.MOStream,System.Byte[],System.Boolean)">
      <summary>Writes a buffer of bytes to the specified output stream</summary>
      <param name="outStream">The output stream where to write the buffer</param>
      <param name="value">The buffer to write</param>
      <param name="binary">true if binary format is required; false, otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.readCharBuffer(Autodesk.Maya.OpenMaya.MIStream,System.Byte[],System.UInt32,System.Boolean)">
      <summary>Reads a buffer of bytes from the specified intput stream</summary>
      <param name="inStream">The input stream where to read the buffer from</param>
      <param name="value">The buffer where the data being read will be stored</param>
      <param name="length">The maximum size that <paramref name="value" /> can accomodate</param>
      <param name="binary">true if binary format is required; false, otherwise</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStreamUtils.getLength(Autodesk.Maya.OpenMaya.MIStream)">
      <summary>Returns the size of the specified input stream</summary>
      <param name="inStream">The input stream to use to calculate the length</param>
      <returns>The length of the specified stream</returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MStringArray">
      <summary>
        <para>Array of MStrings data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MStrings. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MStringArray myStringArray = ...;
            foreach( string name in myStringArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MStringArray myStringArray = ...;
            var abcStrings = myStringArray.Where( ( string name ) =&gt; name.Contains( "abc" ) );
            foreach( string name in abcStrings )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.#ctor(System.String[])">
      <summary>
            Copy constructor from a .NET array of string
            </summary>
      <param name="strings">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.get(System.String[]@)">
      <summary>
            Returns the array as a .NET array of string
            </summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( string item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.IndexOf(System.String)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Insert(System.Int32,System.String)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Add(System.String)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Contains(System.String)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.CopyTo(System.String[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MStringArray.Remove(System.String)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MStringArray.Item(System.Int32)">
      <summary>
            Sets or gets a string element of the array
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.op_Implicit(Autodesk.Maya.OpenMaya.MTime)~System.Double">
      <summary>
            Implicit cast from MTime to double
            </summary>
      <param name="x">The time to cast</param>
      <returns>The double value corresponding to <paramref name="x" /></returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTime.op_Implicit(System.Double)~Autodesk.Maya.OpenMaya.MTime">
      <summary>
            Implicit cast from double to MTime
            </summary>
      <param name="x">The time double value to cast</param>
      <returns>The MTime value corresponding to <paramref name="x" /></returns>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTimeArray">
      <summary>
        <para>Array of <ref>MTime</ref> data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MTimes. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MTimeArray myTimeArray = ...;
            foreach( MTime myTime in myTimeArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MTimeArray myTimeArray = ...;
            var timesAfter10= myTimeArray.Where( ( MTime myTime ) =&gt; myTime.value &gt; 10 );
            foreach( MTime myTime in timesAfter10 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.#ctor(Autodesk.Maya.OpenMaya.MTime[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MTime" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.get(Autodesk.Maya.OpenMaya.MTime[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MTime" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MTime" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.IndexOf(Autodesk.Maya.OpenMaya.MTime)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MTime)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Add(Autodesk.Maya.OpenMaya.MTime)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Contains(Autodesk.Maya.OpenMaya.MTime)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.CopyTo(Autodesk.Maya.OpenMaya.MTime[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTimeArray.Remove(Autodesk.Maya.OpenMaya.MTime)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTimeArray.Item(System.Int32)">
      <summary>
            Sets or gets a MTime element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MTrimBoundaryArray">
      <summary>
        <para>An array class for trim boundaries. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of <ref>MObjectArray</ref> objects. Each <ref>MObjectArray</ref> is a collection of curves (edges, in fact) that represent a trim boundary.</para>
        <para>This class owns all of the MObjectArrays in the class. It doesn't hold a reference to any other <ref>MObjectArray</ref>. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MTrimBoundaryArray myTrimBoundaryArray = ...;
            foreach( MObjectArray trimBoundary in myTrimBoundaryArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MTrimBoundaryArray myTrimBoundaryArray = ...;
            var trimBoundariesWithMoreThanTwoObjects = myTrimBoundaryArray.Where( ( MObjectArray trimBoundary ) =&gt; trimBoundary.Count &gt; 2 );
            foreach( MObjectArray trimBoundary in trimBoundariesWithMoreThanTwoObjects )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.#ctor(Autodesk.Maya.OpenMaya.MObjectArray[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MObjectArray" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.get(Autodesk.Maya.OpenMaya.MObjectArray[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MObjectArray" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MObjectArray" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.IndexOf(Autodesk.Maya.OpenMaya.MObjectArray)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MObjectArray)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Add(Autodesk.Maya.OpenMaya.MObjectArray)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Contains(Autodesk.Maya.OpenMaya.MObjectArray)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.CopyTo(Autodesk.Maya.OpenMaya.MObjectArray[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Remove(Autodesk.Maya.OpenMaya.MObjectArray)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MTrimBoundaryArray.Item(System.Int32)">
      <summary>
            Sets or gets a MObjectArray element of the MTrimBoundaryArray
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUint64Array">
      <summary>
        <para>Array of MUint64 data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MUint64s. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MUint64Array myIntArray = ...;
            foreach( ulong value in myIntArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MUint64Array myIntArray = ...;
            var valuesGT1 = myIntArray.Where( ( ulong value ) =&gt; value &gt; 1 );
            foreach( ulong value in valuesGT1 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.GetEnumerator">
      <summary>
            Enables one to do: foreach( ulong item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.IndexOf(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Insert(System.Int32,System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Add(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Contains(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.CopyTo(System.UInt64[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUint64Array.Remove(System.UInt64)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUint64Array.Item(System.Int32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MUintArray">
      <summary>
        <para>Array of integers data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of unsigned integers. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MUintArray myIntArray = ...;
            foreach( uint value in myIntArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MUintArray myIntArray = ...;
            var valuesGT1 = myIntArray.Where( ( uint value ) =&gt; value &gt; 1 );
            foreach( uint value in valuesGT1 )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:System.UInt32" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.IndexOf(System.UInt32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Insert(System.Int32,System.UInt32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Add(System.UInt32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Contains(System.UInt32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.CopyTo(System.UInt32[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUintArray.Remove(System.UInt32)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUintArray.Item(System.Int32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MUserData.getData(Autodesk.Maya.OpenMaya.MUserData)">
      <summary>
            wrapper of attribute Data
            </summary>
      <param>instance for get Data attribute</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUserData.OwnerShip">
      <summary>
            Sets or gets the ownership of native resource holds by MUserData.
            If ownership is set to false, MUserData doesn't release the holding resource when disposing.
            </summary>
      <value>The ownership of native resource</value>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MUserData.Data">
      <summary>
            Get the derived MUserData instance.
            When maya passes derived MUserData back, the derived one is assembled to base MUserData.
            This function is used to get the derived MUserData instance back.
            </summary>
      <remark>
            Suppose an instance of MDerivedUserData : MUserData, is passed to maya.
            When maya passes it back, only instance of MUserData is passed back.
            You need to do the cast "instance.Data as MDerivedUserData"
            </remark>
      <value>The "actual" derived MUserData instance</value>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVector.Item(System.UInt32)">
      <summary>
            Sets or gets a double component of the MVector
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.MVectorArray">
      <summary>
        <para>Array of MVectors data type. </para>
      </summary>
      <remarks>
        <para>This documentation was generated from the C++ API.
See http://www.autodesk.com/maya-sdkdoc-2013-enu</para>
        <para>This class implements an array of MVectors. Common convenience functions are available, and the implementation is compatible with the internal Maya implementation so that it can be passed efficiently between plugins and internal maya data structures. </para>
      </remarks>
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate elements of the array
            <code>
            MVectorArray myVectorArray = ...;
            foreach( MVector vector in myVectorArray )
            {
               ...
            }
            </code>
            The following shows how you can use Linq queries on the array
            <code>
            MVectorArray myVectorArray = ...;
            var vectorsGoingUp = myVectorArray.Where( ( MVector vector ) =&gt; vector.y &gt; 0.0 );
            foreach( MVector vector in vectorsGoingUp )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.#ctor(Autodesk.Maya.OpenMaya.MVector[])">
      <summary>
            Copy constructor from a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MVector" /></summary>
      <param name="array">The .NET array to copy</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.get(Autodesk.Maya.OpenMaya.MVector[]@)">
      <summary>
            Returns the array as a .NET array of <see cref="T:Autodesk.Maya.OpenMaya.MVector" /></summary>
      <param name="outArray">The new .NET array being returned</param>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.GetEnumerator">
      <summary>
            Enables one to do: foreach( <see cref="T:Autodesk.Maya.OpenMaya.MVector" /> item in myArray )
            </summary>
      <returns>The enumerator required for the foreach syntax</returns>
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.IndexOf(Autodesk.Maya.OpenMaya.MVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Insert(System.Int32,Autodesk.Maya.OpenMaya.MVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.RemoveAt(System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Add(Autodesk.Maya.OpenMaya.MVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Clear">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Contains(Autodesk.Maya.OpenMaya.MVector)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.CopyTo(Autodesk.Maya.OpenMaya.MVector[],System.Int32)">
      <inheritdoc />
    </member>
    <member name="M:Autodesk.Maya.OpenMaya.MVectorArray.Remove(Autodesk.Maya.OpenMaya.MVector)">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.Count">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.IsReadOnly">
      <inheritdoc />
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MVectorArray.Item(System.Int32)">
      <summary>
            Sets or gets a MVector element of the array
            </summary>
    </member>
    <member name="T:Autodesk.Maya.MetaData.Stream">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.MetaData.Stream&quot;]/*" />
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate Handle elements
            <code>
            Stream stream = ...;
            foreach( Handle handle in stream )
            {
               ...
            }
            </code>
            The following shows how you can get to a specific handle given its index
            <code>
            Stream stream = ...;
            Handle handle = stream[18];
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.ContainsKey(Autodesk.Maya.MetaData.Index)">
      <summary>
            Determines whether the Stream contains a handle with the specified index
            </summary>
      <param name="key">The index of the handle in the Stream</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.TryGetValue(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Handle@)">
      <summary>
            Gets the handle with the specified index
            </summary>
      <param name="key">The index of the handle to locate in the Stream</param>
      <param name="value">The handle found if any; otherwise, null</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.Add(Autodesk.Maya.MetaData.Index,Autodesk.Maya.MetaData.Handle)">
      <summary>
            Adds a handle with the provided index and value to the Stream
            </summary>
      <param name="key">The index of the handle to add</param>
      <param name="value">The handle to add</param>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <exception cref="T:System.ArgumentException">A handle with the same index already exists.</exception>
      <exception cref="T:System.ApplicationException">The handle could not be added for some reason</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.Remove(Autodesk.Maya.MetaData.Index)">
      <summary>
            Removes the handle with the specified index from the Stream
            </summary>
      <param name="key">The index of the handle to locate in the Stream</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.GetEnumerator">
      <summary>
            Enumerates all the handles like in "foreach( Handle handle in myStream )".
            <para>Use <see cref="P:Autodesk.Maya.MetaData.StreamForType`1.Item(Autodesk.Maya.MetaData.Index)" /> instead if the Structure matches a .net type member-to-member.</para></summary>
      <returns>The handle enumerator</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Stream.Clear">
      <summary>
            Removes all the handles from the Stream
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Stream.Item(Autodesk.Maya.MetaData.Index)">
      <summary>
            Sets or gets the handle with the specified index in the Stream.
            <para>Use <see cref="P:Autodesk.Maya.MetaData.StreamForType`1.Item(Autodesk.Maya.MetaData.Index)" /> instead if the Structure matches a .net type member-to-member.</para></summary>
      <value>The handle found with the specified index in the Stream.</value>
      <param name="key">The index of the handle to set or get</param>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <exception cref="T:System.ApplicationException">We could not set the handle with this index for some unknown reason.</exception>
      <exception cref="T:System.Collections.Generic.KeyNotFoundException">There is no handle to get with the specified index.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Stream.Keys">
      <summary>
            Gets the handle indices as a read-only collection
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Stream.Values">
      <summary>
            Gets the handles as a read-only collection, 
            <para>Use <see cref="P:Autodesk.Maya.MetaData.StreamForType`1.Item(Autodesk.Maya.MetaData.Index)" /> instead if the Structure matches a .net type member-to-member.</para></summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.Stream.Count">
      <summary>
            Gets the number of handles in this Stream.
            </summary>
    </member>
    <member name="T:Autodesk.Maya.MetaData.StreamForType`1">
      <summary>
            This wrapper class (or proxy) should be used instead of the Stream class when the Structure 
            matches the type <typeparamref name="T" /> member-to-member.
            This is the case if the Structure has been created using the StructureClass assembly attribute.
            <para>Thus one can use this class and do things like:</para><para>    StreamForType&lt;MyType&gt; myStream = new StreamForType&lt;MyType&gt;(baseStream);</para><para>    foreach( MyType element in myStream ) ...</para><para>or  MyType element = myStream[28];</para><para>or  MyType element = new MyType(); ...; myStream[28] = element;</para></summary>
      <typeparam name="T">The .net type that matches the Structure of a Stream member-to-member</typeparam>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.#ctor(Autodesk.Maya.MetaData.Stream)">
      <summary>
            Creates a new instance that wraps the specified Stream object.
            <para>This can be done as long as the Structure of the base Stream matches the type <typeparamref name="T" /> member-to-member.
            This is the case if the Structure has been created using the StructureClass assembly attribute.</para><para>Thus one can use this class and do things like:</para><para>    StreamForType&lt;MyType&gt; myStream = new StreamForType&lt;MyType&gt;(baseStream);</para><para>    foreach( MyType element in myStream ) ...</para><para>or  MyType element = myStream[28];</para><para>or  MyType element = new MyType(); ...; myStream[28] = element;</para></summary>
      <param name="inBaseStream">The Stream object to wrap</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.#ctor(System.String)">
      <summary>
            Creates a new Stream object called with the specified name then wraps it with a new instance of StreamForType.
            <para>This can be done as long as the Structure of the base Stream matches the type <typeparamref name="T" /> member-to-member.
            This is the case if the Structure has been created using the StructureClass assembly attribute.</para><para>Thus one can use this class and do things like:</para><para>    StreamForType&lt;MyType&gt; myStream = new StreamForType&lt;MyType&gt;("MyStream");</para><para>    foreach( MyType element in myStream ) ...</para><para>or  MyType element = myStream[28];</para><para>or  MyType element = new MyType(); ...; myStream[28] = element;</para></summary>
      <param name="streamName">The name of the new Stream object to create</param>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.ContainsKey(Autodesk.Maya.MetaData.Index)">
      <summary>
            Determines whether the Stream contains a handle with the specified index
            </summary>
      <param name="key">The index of the handle to locate in the Stream</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <remarks>This simply calls the same method on the wrapped Stream object.</remarks>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.TryGetValue(Autodesk.Maya.MetaData.Index,`0@)">
      <summary>
            Gets a new instance of <typeparamref name="T" /> initialized with the content of the handle found at the specified index.
            </summary>
      <param name="key">The name of the handle to locate in the Stream</param>
      <param name="value">The new instance of <typeparamref name="T" /> if the handle was found; otherwise, null</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.Add(Autodesk.Maya.MetaData.Index,`0)">
      <summary>
            Creates a new handle initialized with the content of the specified value and add it in the Stream at the specified index.
            </summary>
      <param name="key">The index in the stream where to add the new handle.</param>
      <param name="value">The .net object whose content will be copied in the new handle created.</param>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <exception cref="T:System.ArgumentException">A handle with the same index already exists.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.Remove(Autodesk.Maya.MetaData.Index)">
      <summary>
            Removes the handle with the specified index from the Stream
            </summary>
      <param name="key">The index of the handle to locate in the Stream</param>
      <returns>true if the Stream contains a handle with the specified index; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <remarks>This simply calls the same method on the wrapped Stream object.</remarks>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.GetEnumerator">
      <summary>
            Enumerates all the handles and convert them to a new instance of <typeparamref name="T" /> that we return.
            <para>Thus one can use this class and do things like:</para><para>    StreamForType&lt;MyType&gt; myStream = new StreamForType&lt;MyType&gt;("MyStream");</para><para>    foreach( MyType element in myStream ) ...</para></summary>
      <returns>The <typeparamref name="T" /> enumerator</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamForType`1.Clear">
      <summary>
            Removes all the elements from the Stream
            </summary>
      <remarks>This simply calls the same method on the wrapped Stream object.</remarks>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamForType`1.baseStream">
      <summary>
            Gets the Stream object that this object wraps
            </summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamForType`1.Item(Autodesk.Maya.MetaData.Index)">
      <summary>
            Sets or gets the handle at the specified index in the Stream
            <para>SET: Creates a new handle initialized with the content of the specified value of type <typeparamref name="T" /></para><para>GET: Creates a new instance of <typeparamref name="T" /> and initialize it with the content of the handle found at the specified index.</para><para>!!! ATTENTION: THE VALUE RETURNED IS A COPY SO THE FOLLOWING WILL NOT CHANGE THE ELEMENT IN THE STREAM "myStream[2].myField = 18;"</para></summary>
      <param name="key">The index of the handle to set or get</param>
      <exception cref="T:System.ArgumentNullException">
        <paramref name="key" /> is null.</exception>
      <exception cref="T:System.Collections.Generic.KeyNotFoundException">There is no handle to get with the specified index.</exception>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamForType`1.Keys">
      <summary>
            Gets the handle indices as a read-only collection
            </summary>
      <remarks>This simply calls the same method on the wrapped Stream object.</remarks>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamForType`1.Values">
      <summary>
            Gets a read-only collection of handles converted to new instances of <typeparamref name="T" /></summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamForType`1.Count">
      <summary>
            Gets the number of elements in this Stream.
            </summary>
      <remarks>This simply calls the same method on the wrapped Stream object.</remarks>
    </member>
    <member name="T:Autodesk.Maya.MetaData.Structure">
      <!-- No matching elements were found for the following include tag -->
      <include file="../../openmayacs.xml" path="doc/members/member[@name=&quot;T:Autodesk.Maya.MetaData.Structure&quot;]/*" />
      <example>
            The following shows how you can use the .NET foreach syntax to enumerate Member elements
            <code>
            Structure structure = ...;
            foreach( Member member in structure )
            {
               ...
            }
            </code></example>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Structure.GetEnumerator">
      <summary>
            Enables the following syntax: foreach( Member member in myStructure ) { ... }
            </summary>
      <returns></returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.Structure.CreateAndRegisterFromDotNetType(System.Type)">
      <summary>
            Creates and registers a new Structure object by introspecting the specified .NET type and adding a Structure member for each member of the type
            </summary>
      <remarks>
        <para>Classes or struct are supported.  For the members, basic types are supported as well as properties and arrays (see example)</para>
            This function is used by the StructureClass assembly attribute
            </remarks>
      <param name="structureType">The .NET type to introspect in order to create the Structure object</param>
      <returns>The new Structure object we just created and registered</returns>
      <example>
            The following shows an example of a .NET class that is supported by the function
            <code>
            public class MyStructureClass
            {
                public int a;
                public float b;
                public string c;
                public bool d;
                public int e { get; set; }
                private int _f;
                public int f { get { return _f; } set { _f = value; } }
                public float[] xyz = new float[3];
                public string[] abc = { "Brutus", "baseball" };
            }
            ...
            Structure newStructure = Structure.CreateAndRegisterFromDotNetType( typeof(MyStructureClass) );
            or better:
            [assembly: StructureClass(typeof(MyStructureClass))]
            </code></example>
    </member>
    <member name="F:Autodesk.Maya.MDockingStation.LeftDock">
      <summary>Flag used to allow docking, or dock, on the left side</summary>
    </member>
    <member name="F:Autodesk.Maya.MDockingStation.RightDock">
      <summary>Flag used to allow docking, or dock, on the right side</summary>
    </member>
    <member name="F:Autodesk.Maya.MDockingStation.TopDock">
      <summary>Flag used to allow docking, or dock, on the top side</summary>
    </member>
    <member name="F:Autodesk.Maya.MDockingStation.BottomDock">
      <summary>Flag used to allow docking, or dock, on the bottom side</summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.AnimCurveEdited">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AnimCurveEdited
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.AnimKeyframeEdited">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AnimKeyframeEdited
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.AnimKeyframeEditCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AnimKeyframeEditCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.PreBakeResults">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PreBakeResults
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.PostBakeResults">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PostBakeResults
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMayaAnim.MAnimMessage.DisableImplicitControl">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event DisableImplicitControl
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MBlendStateDesc.BlendFactor">
      <summary>
            Sets or gets the BlendFactor property as an array of 4 float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearColor">
      <summary>
            Gets get ClearColor property as an array of 4 flaot
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MClearOperation.ClearColor2">
      <summary>
            Gets the ClearColor2 propertsy as an array of 4 float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MComponentDataIndexingList.Item(System.Int32)">
      <summary>
            Sets or gets a MComponentDataIndexing element of the list
            </summary>
    </member>
    <member name="M:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.#ctor(Autodesk.Maya.OpenMaya.MObject,Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.GeometryDrawOverrideCb)">
      <summary>
            Creates a MPxDrawOverride and registers the specified callback to call at which point any custom OpenGL drawing may occur
            </summary>
      <param name="obj">The object for which this draw override should be used</param>
      <param name="callback">The callback to call when drawing occurs</param>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MPxDrawOverride.GeometryDrawOverrideCb">
      <summary>
            Signature of the callback to specify in the constructor of MPxDrawOverride
            </summary>
      <param name="drawContext">The draw context at the time the drawing occurs</param>
      <param name="userData">The blind user data sets with MRenderItem.setCustomData</param>
    </member>
    <member name="P:Autodesk.Maya.OpenMayaRender.MHWRender.MSamplerStateDesc.BorderColor">
      <summary>
            Sets or gets the BorderColor property as an array of 4 float
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderInstance.DrawCb">
      <summary>
            Signature of the callback called for pre-draw and post-draw
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMayaRender.MHWRender.MShaderManager.LinkLostCb">
      <summary>
            Signature of the callback function triggered when a MShaderInstance acquired by calling getShaderFromNode() is no longer valid for that node.
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MBasicFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MElapsedTimeFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCheckFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCheckFileFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodeFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStringNodeBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MParentChildFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MObjArrayBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodeObjArrayBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCheckPlugFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MPlugsDGModFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCameraLayerFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCameraLayerCameraFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStringFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodeStringBoolFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MThreeStringFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStringIntBoolIntFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStateFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodePlugFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodeStringFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MNodeModifierFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MTimeFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MPlugFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStringArrayFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MConnFailFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MComponentFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MStringIndexFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MObjectFileFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MCheckObjectFileFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MLockEventFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MLockDagEventFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MLockPlugEventFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MMessageParentChildFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MWorldMatrixModifiedFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MMessageFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MMessageFilterFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MAttr2PlugFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MAttrPlugFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="T:Autodesk.Maya.OpenMaya.libOpenMayaNet.MKeyableFunctionBridgeSubClass">
      <summary>
            This class derives from Bridge to extend it with the CallbackToDotNet method that will be called by Maya as a message callback
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MAttributeSpec.Item(System.Int32)">
      <summary>
            Gets a MAttributeIndex element of the array
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCameraSetMessage.CameraLayer">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event CameraLayer
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCameraSetMessage.CameraChanged">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event CameraChanged
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MColor.Item(System.Int32)">
      <summary>
            Sets or gets a float component of the MColor
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCommandMessage.Command">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event Command
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCommandMessage.CommandOutput">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event CommandOutput
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCommandMessage.CommandOutputFilter">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event CommandOutputFilter
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MCommandMessage.dProc">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event dProc
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MContainerMessage.PublishAttr">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PublishAttr
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MContainerMessage.BoundAttr">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BoundAttr
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ParentAddedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentAddedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ParentRemovedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentRemovedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildAddedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildAddedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildRemovedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildRemovedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildReorderedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildReorderedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.AllDagChangesEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AllDagChangesEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.InstanceAddedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceAddedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.InstanceRemovedEvent">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceRemovedEvent
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ParentAdded">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentAdded
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ParentRemoved">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ParentRemoved
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildAdded">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildAdded
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildRemoved">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildRemoved
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.ChildReordered">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ChildReordered
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.InstanceAdded">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceAdded
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDagMessage.InstanceRemoved">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event InstanceRemoved
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Short2">
      <summary>
            Sets or gets the data as an array of 2 short
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Long2">
      <summary>
            Sets or gets the data as an array of 2 int
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Int2">
      <summary>
            Sets or gets the data as an array of 2 int
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Float2">
      <summary>
            Sets or gets the data as an array of 2 float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Double2">
      <summary>
            Sets or gets the data as an array of 2 double
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Short3">
      <summary>
            Sets or gets the data as an array of 3 short
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Long3">
      <summary>
            Sets or gets the data as an array of 3 int
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Int3">
      <summary>
            Sets or gets the data as an array of 3 int
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Float3">
      <summary>
            Sets or gets the data as an array of 3 float
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MDataHandle.Double3">
      <summary>
            Sets or gets the data as an array of 3 double
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.TimeChange">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event TimeChange
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.DelayedTimeChange">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event DelayedTimeChange
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.DelayedTimeRunupChange">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event DelayedTimeRunupChange
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.ForceUpdate">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ForceUpdate
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.Connection">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event Connection
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MDGMessage.PreConnection">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event PreConnection
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MEulerRotation.Item(System.UInt32)">
      <summary>
            Sets or gets a double component of the MEulerRotation
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatPoint.Item(System.UInt32)">
      <summary>
            Sets or gets a float component of the MFloatPoint
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFloatVector.Item(System.UInt32)">
      <summary>
            Sets or gets a float element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnComponentListData.Item(System.UInt32)">
      <summary>
            Gets a MObject element of the liset
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnDoubleArrayData.Item(System.UInt32)">
      <summary>
            Gets an element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnFloatArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnIntArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets an element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnMesh.metadata">
      <summary>
            Gets the Associations metadata of the MFnMesh
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnPointArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets a MPoint element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnStringArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets a string element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnUInt64ArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets a MUint64 element of the array
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MFnVectorArrayData.Item(System.UInt32)">
      <summary>
            Sets or gets a MVector element of the array
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MModelMessage.BeforeDuplicate">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeDuplicate
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MModelMessage.AfterDuplicate">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterDuplicate
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MModelMessage.ActiveListModified">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ActiveListModified
            </summary>
    </member>
    <member name="P:Autodesk.Maya.OpenMaya.MQuaternion.Item(System.UInt32)">
      <summary>
            Sets or gets a double component of the MQuaternion
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.SceneUpdate">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event SceneUpdate
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeNew">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeNew
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterNew">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterNew
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeImport">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeImport
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterImport">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterImport
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeOpen">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeOpen
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterOpen">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterOpen
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeExport">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeExport
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.ExportStarted">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ExportStarted
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterExport">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterExport
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeSave">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeSave
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterSave">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterSave
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeCreateReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeCreateReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeCreateReferenceAndRecordEdits">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeCreateReferenceAndRecordEdits
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterCreateReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterCreateReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterCreateReferenceAndRecordEdits">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterCreateReferenceAndRecordEdits
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeRemoveReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeRemoveReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterRemoveReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterRemoveReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeImportReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeImportReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterImportReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterImportReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeExportReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeExportReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterExportReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterExportReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeUnloadReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeUnloadReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterUnloadReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterUnloadReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeLoadReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeLoadReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeLoadReferenceAndRecordEdits">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeLoadReferenceAndRecordEdits
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterLoadReference">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterLoadReference
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterLoadReferenceAndRecordEdits">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterLoadReferenceAndRecordEdits
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeSoftwareRender">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeSoftwareRender
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterSoftwareRender">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterSoftwareRender
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeSoftwareFrameRender">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeSoftwareFrameRender
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterSoftwareFrameRender">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterSoftwareFrameRender
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeFileRead">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeFileRead
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterFileRead">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterFileRead
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.SoftwareRenderInterrupted">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event SoftwareRenderInterrupted
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.MayaInitialized">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event MayaInitialized
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.MayaExiting">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event MayaExiting
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeNewCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeNewCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeSaveCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeSaveCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeImportCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeImportCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeOpenCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeOpenCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeExportCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeExportCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeCreateReferenceCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeCreateReferenceCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforeLoadReferenceCheck">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforeLoadReferenceCheck
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforePluginLoad">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforePluginLoad
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterPluginLoad">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterPluginLoad
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.BeforePluginUnload">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event BeforePluginUnload
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.AfterPluginUnload">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event AfterPluginUnload
            </summary>
    </member>
    <member name="E:Autodesk.Maya.OpenMaya.MSceneMessage.ConnectionFailed">
      <summary>
            Event handler enabling addition and removal of delegates to call for the event ConnectionFailed
            </summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.Add(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <summary>Adds an element to the current set and returns a value to indicate if theelement was successfully added.</summary>
      <param name="item">The element to add to the set.</param>
      <returns> true if the element is added to the set; false if the element is already in the set.</returns>
      <exception cref="T:System.NotSupportedException">Thrown when the collection is read-only.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.ExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Removes all elements in the specified collection from the current set.</summary>
      <param name="other">The collection of items to remove from the set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.IntersectWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Modifies the current set so that it contains only elements that are also in a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.IsProperSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Determines whether the current set is a property (strict) subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns> true if the current set is a correct subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.IsSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Determines whether a set is a subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.IsSupersetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Determines whether the current set is a superset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a superset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.Overlaps(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Determines whether the current set overlaps with the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set and other share at least one common element; otherwise,false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.SetEquals(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Determines whether the current set and the specified collection contain the same elements.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is equal to other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.SymmetricExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Modifies the current set so that it contains only elements that are present either in the current set or in the specified collection, but not both.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.UnionWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.AssociationsSerializer})">
      <summary>Modifies the current set so that it contains all elements that are present in both the current set and in the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.AssociationsSetComparer.Compare(Autodesk.Maya.MetaData.AssociationsSerializer,Autodesk.Maya.MetaData.AssociationsSerializer)">
      <summary>
                Compares two objects and returns a value indicating whether one is less than,
                equal to, or greater than the other.
            </summary>
      <param name="x">
                The first object to compare.
            </param>
      <param name="y">
                The second object to compare.
            </param>
      <returns>
                Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other.
            </returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.AssociationsSetEqualityComparer.Equals(Autodesk.Maya.MetaData.AssociationsSerializer,Autodesk.Maya.MetaData.AssociationsSerializer)">
      <summary>Determines whether the specified objects are equal</summary>
      <param name="x">The first object of type AssociationsSerializer const * to compare.</param>
      <param name="y">The second object of type AssociationsSerializer const * to compare.</param>
      <returns>true if the specified objects are equal; otherwise, false.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.AssociationsSet.AssociationsSetEqualityComparer.GetHashCode(Autodesk.Maya.MetaData.AssociationsSerializer)">
      <summary>Returns a hash code for the specified object.</summary>
      <param name="obj">The System.Object for which a hash code is to be returned.</param>
      <returns>A hash code for the specified object.</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.AssociationsSet.AssociationsSetEnumerator.Current">
      <summary>Type-safe Current</summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.AssociationsSet.AssociationsSetEnumerator.System#Collections#IEnumerator#Current">
      <summary>Type-unsafe IEnumerator.Current</summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.Add(Autodesk.Maya.MetaData.ChannelSerializer)">
      <summary>Adds an element to the current set and returns a value to indicate if theelement was successfully added.</summary>
      <param name="item">The element to add to the set.</param>
      <returns> true if the element is added to the set; false if the element is already in the set.</returns>
      <exception cref="T:System.NotSupportedException">Thrown when the collection is read-only.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.ExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Removes all elements in the specified collection from the current set.</summary>
      <param name="other">The collection of items to remove from the set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.IntersectWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Modifies the current set so that it contains only elements that are also in a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.IsProperSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Determines whether the current set is a property (strict) subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns> true if the current set is a correct subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.IsSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Determines whether a set is a subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.IsSupersetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Determines whether the current set is a superset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a superset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.Overlaps(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Determines whether the current set overlaps with the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set and other share at least one common element; otherwise,false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.SetEquals(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Determines whether the current set and the specified collection contain the same elements.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is equal to other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.SymmetricExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Modifies the current set so that it contains only elements that are present either in the current set or in the specified collection, but not both.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.UnionWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.ChannelSerializer})">
      <summary>Modifies the current set so that it contains all elements that are present in both the current set and in the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.ChannelSetComparer.Compare(Autodesk.Maya.MetaData.ChannelSerializer,Autodesk.Maya.MetaData.ChannelSerializer)">
      <summary>
                Compares two objects and returns a value indicating whether one is less than,
                equal to, or greater than the other.
            </summary>
      <param name="x">
                The first object to compare.
            </param>
      <param name="y">
                The second object to compare.
            </param>
      <returns>
                Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other.
            </returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.ChannelSetEqualityComparer.Equals(Autodesk.Maya.MetaData.ChannelSerializer,Autodesk.Maya.MetaData.ChannelSerializer)">
      <summary>Determines whether the specified objects are equal</summary>
      <param name="x">The first object of type ChannelSerializer const * to compare.</param>
      <param name="y">The second object of type ChannelSerializer const * to compare.</param>
      <returns>true if the specified objects are equal; otherwise, false.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.ChannelSet.ChannelSetEqualityComparer.GetHashCode(Autodesk.Maya.MetaData.ChannelSerializer)">
      <summary>Returns a hash code for the specified object.</summary>
      <param name="obj">The System.Object for which a hash code is to be returned.</param>
      <returns>A hash code for the specified object.</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.ChannelSet.ChannelSetEnumerator.Current">
      <summary>Type-safe Current</summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.ChannelSet.ChannelSetEnumerator.System#Collections#IEnumerator#Current">
      <summary>Type-unsafe IEnumerator.Current</summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.Add(Autodesk.Maya.MetaData.StreamSerializer)">
      <summary>Adds an element to the current set and returns a value to indicate if theelement was successfully added.</summary>
      <param name="item">The element to add to the set.</param>
      <returns> true if the element is added to the set; false if the element is already in the set.</returns>
      <exception cref="T:System.NotSupportedException">Thrown when the collection is read-only.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.ExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Removes all elements in the specified collection from the current set.</summary>
      <param name="other">The collection of items to remove from the set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.IntersectWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Modifies the current set so that it contains only elements that are also in a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.IsProperSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Determines whether the current set is a property (strict) subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns> true if the current set is a correct subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.IsSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Determines whether a set is a subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.IsSupersetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Determines whether the current set is a superset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a superset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.Overlaps(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Determines whether the current set overlaps with the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set and other share at least one common element; otherwise,false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.SetEquals(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Determines whether the current set and the specified collection contain the same elements.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is equal to other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.SymmetricExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Modifies the current set so that it contains only elements that are present either in the current set or in the specified collection, but not both.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.UnionWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StreamSerializer})">
      <summary>Modifies the current set so that it contains all elements that are present in both the current set and in the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.StreamSetComparer.Compare(Autodesk.Maya.MetaData.StreamSerializer,Autodesk.Maya.MetaData.StreamSerializer)">
      <summary>
                Compares two objects and returns a value indicating whether one is less than,
                equal to, or greater than the other.
            </summary>
      <param name="x">
                The first object to compare.
            </param>
      <param name="y">
                The second object to compare.
            </param>
      <returns>
                Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other.
            </returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.StreamSetEqualityComparer.Equals(Autodesk.Maya.MetaData.StreamSerializer,Autodesk.Maya.MetaData.StreamSerializer)">
      <summary>Determines whether the specified objects are equal</summary>
      <param name="x">The first object of type StreamSerializer const * to compare.</param>
      <param name="y">The second object of type StreamSerializer const * to compare.</param>
      <returns>true if the specified objects are equal; otherwise, false.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StreamSet.StreamSetEqualityComparer.GetHashCode(Autodesk.Maya.MetaData.StreamSerializer)">
      <summary>Returns a hash code for the specified object.</summary>
      <param name="obj">The System.Object for which a hash code is to be returned.</param>
      <returns>A hash code for the specified object.</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamSet.StreamSetEnumerator.Current">
      <summary>Type-safe Current</summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StreamSet.StreamSetEnumerator.System#Collections#IEnumerator#Current">
      <summary>Type-unsafe IEnumerator.Current</summary>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.Add(Autodesk.Maya.MetaData.StructureSerializer)">
      <summary>Adds an element to the current set and returns a value to indicate if theelement was successfully added.</summary>
      <param name="item">The element to add to the set.</param>
      <returns> true if the element is added to the set; false if the element is already in the set.</returns>
      <exception cref="T:System.NotSupportedException">Thrown when the collection is read-only.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.ExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Removes all elements in the specified collection from the current set.</summary>
      <param name="other">The collection of items to remove from the set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.IntersectWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Modifies the current set so that it contains only elements that are also in a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.IsProperSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Determines whether the current set is a property (strict) subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns> true if the current set is a correct subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.IsSubsetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Determines whether a set is a subset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a subset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.IsSupersetOf(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Determines whether the current set is a superset of a specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is a superset of other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.Overlaps(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Determines whether the current set overlaps with the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set and other share at least one common element; otherwise,false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.SetEquals(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Determines whether the current set and the specified collection contain the same elements.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <returns>true if the current set is equal to other; otherwise, false.</returns>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.SymmetricExceptWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Modifies the current set so that it contains only elements that are present either in the current set or in the specified collection, but not both.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.UnionWith(System.Collections.Generic.IEnumerable{Autodesk.Maya.MetaData.StructureSerializer})">
      <summary>Modifies the current set so that it contains all elements that are present in both the current set and in the specified collection.</summary>
      <param name="other">The collection to compare to the current set.</param>
      <exception cref="T:System.ArgumentNullException">Thrown when other is null.</exception>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.StructureSetComparer.Compare(Autodesk.Maya.MetaData.StructureSerializer,Autodesk.Maya.MetaData.StructureSerializer)">
      <summary>
                Compares two objects and returns a value indicating whether one is less than,
                equal to, or greater than the other.
            </summary>
      <param name="x">
                The first object to compare.
            </param>
      <param name="y">
                The second object to compare.
            </param>
      <returns>
                Compares two objects and returns a value indicating whether one is less than, equal to, or greater than the other.
            </returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.StructureSetEqualityComparer.Equals(Autodesk.Maya.MetaData.StructureSerializer,Autodesk.Maya.MetaData.StructureSerializer)">
      <summary>Determines whether the specified objects are equal</summary>
      <param name="x">The first object of type StructureSerializer const * to compare.</param>
      <param name="y">The second object of type StructureSerializer const * to compare.</param>
      <returns>true if the specified objects are equal; otherwise, false.</returns>
    </member>
    <member name="M:Autodesk.Maya.MetaData.StructureSet.StructureSetEqualityComparer.GetHashCode(Autodesk.Maya.MetaData.StructureSerializer)">
      <summary>Returns a hash code for the specified object.</summary>
      <param name="obj">The System.Object for which a hash code is to be returned.</param>
      <returns>A hash code for the specified object.</returns>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StructureSet.StructureSetEnumerator.Current">
      <summary>Type-safe Current</summary>
    </member>
    <member name="P:Autodesk.Maya.MetaData.StructureSet.StructureSetEnumerator.System#Collections#IEnumerator#Current">
      <summary>Type-unsafe IEnumerator.Current</summary>
    </member>
  </members>
</doc>